Multi-table gaming system and method internet gaming 2.0

ABSTRACT

A method and apparatus of providing gaming services to one or more game players by a gaming server, in one embodiment comprising receiving one or more electronic indications of mechanically-generated game values over a network from a remote location, eliminating one or more electronic game values each corresponding to one of the one or more electronic indications from a set of electronic game values to produce a remaining set of electronic game values, providing a first electronic game value from the remaining set of electronic game values to a first remote game player of the remote game players, providing a second electronic game value from the remaining set of electronic game values to a second remote game player of the remote game players, and determining a final game result based on at least the one or more indications, the first electronic game value, and the second electronic game value.

CLAIM OF PRIORITY

This application is a divisional of U.S. patent application Ser. No.13/457,414 filed on Apr. 26, 2012, which is a continuation-in-part ofU.S. patent application Ser. No. 13/245,682, filed on Sep. 26, 2011, nowU.S. Pat. No. 8,162,760, both of which are incorporated within in theirentirety.

BACKGROUND

I. Field of Use

The present application relates to the field of gaming. Morespecifically, the present application relates to a system and method ofproviding gaming services to game players located remotely from oneanother.

II. Description of the Related Art

Gambling over the Internet has gained widespread popularity all over theworld. Especially prevalent are a variety of poker games such as TexasHold 'Em, stud, and draw poker. A central gaming server typically hoststhese games, providing a virtual gaming environment that includes anelectronic representation of these games, including account creation,player registration to play games, and other necessary elements in orderfor players to participate in these games. Sometimes players playagainst the “house” or “dealer” (for instance, in blackjack) andsometimes players play against each other (such as any variety ofpoker). Players typically register with a central gaming server offeringsuch gaming opportunities, fund an account, and then play the gamesoffered in hopes of winning money.

Typically, gaming servers use one or more electronic random numbergenerators (RNG) to generate random numbers for use in these games. Forexample, an RNG may be responsible for randomly generating electronicrepresentations of physical playing cards, randomly generating icons foruse in a slot game, randomly generating dice values, etc. The gamingservers incorporate these randomly-generated values into the variousgames using a virtual gaming environment, e.g., a software applicationrunning on the gaming server, client devices associated with remoteplayers, or both. The gaming server controls game play, includingreceipt of wagering information, score keeping, accounting, and windetermination.

One problem with Internet gambling is one of trust. Many people do notparticipate in online gambling, because they do not trust that the gamesare truly random or that the results are being manipulated in favor ofother players or the house.

Another problem with Internet gaming is that players are typicallyisolated from one another, reducing the excitement that live gamingoffers.

It would be desirable to provide a gaming system available to playerswho are remotely located from each other that also instill a greaterdegree of trust in players than present day systems, while also allowinga higher level of excitement for such players. It would also bedesirable to offer such a gaming system via already popular socialnetworks, such as Facebook, Google plus, MySpace, etc.

SUMMARY

The embodiments described herein relate to methods and apparatus forproviding multi-table gaming services to remote game players. In oneembodiment, a method is performed by a server for providing gamingservices to remote game players over a network, the method comprisingreceiving one or more electronic indications of mechanically-generatedgame values over a network from a remote location, eliminating one ormore electronic game values each corresponding to one of the one or moreelectronic indications from a set of electronic game values to produce aremaining set of electronic game values, providing a first electronicgame value from the remaining set of electronic game values to a firstremote game player of the remote game players, providing a secondelectronic game value from the remaining set of electronic game valuesto a second remote game player of the remote game players, anddetermining a final game result based on at least the one or moreindications, the first electronic game value, and the second electronicgame value.

In another embodiment, an apparatus for providing multi-table gamingservices comprises a game server for providing gaming services to remotegame players over a network, comprising, a communication interface forsending and receiving information related to a game over a communicationnetwork, the information comprising one or more electronic game valuesand one or more indications of mechanically-generated game values, amemory for storing processor-executable instructions, and a processorcoupled to the communication interface and the memory executing theprocessor-executable instructions that cause the game server to receiveone or more electronic indications of mechanically-generated game valuesover the network from a remote location, eliminate one or moreelectronic game values each corresponding to one of the one or moreelectronic indications from a set of electronic game values to produce aremaining set of electronic game values, provide a first electronic gamevalue from the remaining set of electronic game values to a first remotegame player of the remote game players, provide a second electronic gamevalue from the remaining set of electronic game values to a secondremote game player of the remote game players, and determine a finalgame result based on at least the one or more indications, the firstelectronic game value, and the second electronic game value.

BRIEF DESCRIPTION OF THE DRAWINGS

The features, advantages, and objects of the present invention willbecome more apparent from the detailed description as set forth below,when taken in conjunction with the drawings in which like referencedcharacters identify correspondingly throughout, and wherein:

FIG. 1 illustrates one embodiment of a gaming network;

FIG. 2 illustrates a functional block diagram of one embodiment of agaming sever used in the gaming network of FIG. 1;

FIG. 3 is a flow diagram illustrating one embodiment of a method forproviding gaming services to remote game players;

FIG. 4 is a flow diagram illustrating one embodiment of the method ofFIG. 3, specifically illustrating a method of how the gaming server ofFIG. 2 operates during a hybrid game of blackjack;

FIG. 5 is a flow diagram illustrating one embodiment of the method ofFIG. 3, specifically illustrating a method of how the gaming server ofFIG. 2 operates during a hybrid game of baccarat;

FIG. 6 is a flow diagram illustrating one embodiment of the method ofFIG. 3, specifically illustrating a method of how the gaming server ofFIG. 2 operates during a game of “jacks-or-better” draw poker;

FIG. 7 is an illustration of an initial and contingent hand of drawpoker dealt by a real dealer as an example relating to the method ofFIG. 6;

FIG. 8 is an illustration of a first final poker hand obtained bycombining the initial and contingent hands of FIG. 7;

FIG. 9 is an illustration of a second final poker obtained by combiningthe initial and contingent hand of FIG. 7;

FIG. 10 is a flow diagram illustrating one embodiment of the method ofFIG. 3, specifically illustrating a method of how the gaming server ofFIG. 2 operates during a hybrid game of Texas Hold 'Em;

FIG. 11 is a flow diagram illustrating one embodiment of the method ofFIG. 3, specifically illustrating a method of how the gaming server ofFIG. 2 operates during a game of hybrid “jacks-or-better” draw poker;

FIG. 12 is a flow diagram illustrating one embodiment of a gaming methodwhere a first player may simultaneously participate in one more“virtual” games by playing at a physical gaming table;

FIG. 13 is a flow diagram illustrating one embodiment of a multi-tablegaming method where a first player may simultaneously participate in atwo or more “virtual” games using a network-enabled electronic device,and mechanically-generated game values provided at a remote location;

FIG. 14 is a flow diagram illustrating one embodiment of a multi-tablegaming method where a first player may simultaneously participate in atwo or more “virtual” games using a network-enabled electronic device,playing against other remote players, each using a respectivenetwork-enabled electronic device; and

FIG. 15 is a flow diagram illustrating one embodiment of a multi-tablegaming method where a first player may simultaneously participate in aone or more “virtual” games using a network-enabled electronic device incommunication with a gaming server and against one or more playerslocated at a remote location, such as location 102 shown in FIG. 1, andplaying on a physical gaming table with a live dealer.

DETAILED DESCRIPTION

The ideas presented herein relate to various embodiments of methods andapparatus for providing multi-table gaming services that allow one ormore players to participate in two or more games simultaneously. Forexample, a celebrity may choose to play multiple games of Texas Hold 'Emagainst remote players at one or more virtual gaming tables, asdiscussed later herein. Such a system and method may be used inconjunction with various social networking phenomenon to create a newwave of developments that involves a combination of live and virtualgaming as the foundation for next-generation of internet gaming thatmight be referred to as Internet Gaming 2.0

In one embodiment, a celebrity or other person may play multiple gamesagainst a plurality of players assigned to one or more virtual and/orphysical gaming tables by a central gaming server. The celebrity mayplay at an authorized gaming establishment, for example at a physicalcard table inside a casino, hosted by a by a live dealer. The values ofthe celebrity's cards, as well as any contingent or community cardvalues, are provided to the central gaming server, so that they may beexcluded from consideration of being provided to other players duringgame play. In another embodiment, the celebrity could play “on-line”against other “on-line” players and/or players at a physical gamingtable, connecting to the gaming server via a network-enabled electronicdevice over the Internet or an Intranet, for example. In this case, cardvalues may be provided by either the gaming server, bymechanically-generated means at a location, such as an authorized gamingestablishment, or a combination of the two. Players other than thecelebrity may play via respective network-enabled electronic devices incommunication with the central gaming server and/or play at a physicalgaming table with a live dealer providing physical cards to the players.

In one embodiment, hybrid gaming services (defined in [0024] below)comprise games of chance that use mechanically-generated game values,including mechanically-generated, contingent game values, during gameplay. “Contingent” game values refer to game values that may or may notbe used during game play. Whether these values are used depends on oneor more factors, such as the value of players' card hands at varioustimes during game play, the value of a dealer's card hand during variouspoints of game play, whether any players remain after an initial roundof betting (such as what may occur during Texas Hold 'Em), whether thedealer's hand requires contingency cards to complete a game play (suchas in blackjack, dealer drawing cards until achieving a value ofseventeen or more), etc. The number of contingent game values generatedin a game ensures that each remote game player, and/or a dealer, is ableto complete game play. Contingent game values may be used by one or moreremote game players and/or by a “house entity”, such as a dealer. In oneembodiment, each contingency game value is provided to each remote gameplayer. In another embodiment, remote game players receive differentcontingency values than contingent values provided to other players. Inyet another embodiment, some remote game players receive a sub-set ofcontingency values while other remote game players receive a differentsub-set of contingency values. The sub-sets may overlap.

In another embodiment, hybrid gaming services comprise usingmechanically-generated game values and electronically-generated gamevalues during game play. This may be referred to as “hybrid gaming”. Inone embodiment of hybrid gaming, remote game players are provided“player” game values comprising mechanically-generated game values,electronically-generated game values, or both, and a final game resultfor each remote game player is determined using the contingent gamevalues and player game values.

Mechanically-generated game values are provided by a mechanical device,often in control by a human being, while electronically-generated gamevalues are provided by a processor in combination with executableinstructions stored in a memory. An electronic random number generator(RNG) is typically used in conjunction with the processor to generateelectronic, random game values during game play.

An example of a mechanical device that generates mechanical game valuesis a deck of physical playing cards. As cards are dealt from the deck,typically by a human dealer, random card values are generated, eachrandom card value corresponding to an actual card that was dealt.Another example of a mechanical source is a mechanical roulette wheel.Random values are generated as a small ball falls onto a colored,numbered space on the wheel as the wheel is spun by a live croupier. Yetanother example of a mechanical device is a cage that is filled withnumbered balls, wherein the balls are randomly arranged by turning thecage or providing blown air to the cage, and wherein one of the balls israndomly selected, either by one of the balls falling through an orificein the cage, or by random selection by the real caller. Still yetanother example of a mechanical device is one or more die or dice. Stillyet another example of a mechanical device comprises a robot dealing adeck of physical playing cards.

A source of electronically-generated game values may comprise a randomnumber generator (RNG) or a pseudo RNG that provides random values toremote players. RNGs or pseudo RNGs are well-known in the art andtypically comprise a processor and executable code instructing theprocessor to generate random numbers. The electronic source, in general,comprises any device able to generate random values electronically.

FIG. 1 illustrates one embodiment of a system 100 for providing gamingservices to remote game players. Location 102 comprises a location, suchas a television studio, casino, home, office, or virtually any otherphysical location. Mechanical device 104, detector 106, and dealerinterface 118 are typically located within location 102. Mechanicaldevice 104 acts as a real source of generating random values, comprisesvirtually any mechanical device capable of generating real, randomvalues, for example, numbers, letters, alpha-numeric characters, icons,colors, symbols, card suits, dice, keno or bingo balls or any otherrepresentation of a value. The real, random values could also comprise acombination of the foregoing, such as a color, a number, and a suit,such as the queen of hears from a deck of playing cards, wherein heartsand diamonds are colored red.

Examples of mechanical device 104 include a deck of traditional ornon-traditional playing cards, one or more die or dice, a cage with aplurality of uniquely-identifiable objects, a roulette wheel and ball, areceptacle having a plurality of uniquely-identifiable representations,such as raffle tickets, business cards, lottery tickets, or simplyuniquely-identifiable pieces of paper, a robot, or any other mechanicaldevice capable of generating real, random information.

In one embodiment, mechanical device 104 generates real, random valueswith the aid of a human being. For example, if mechanical device 104comprises a deck of playing cards, a human being, such as a dealer, maygenerate real, random values simply by selecting one of the cards fromthe deck of playing cards. In the case of a cage filled withuniquely-identifiable objects, a person may select the objects at randomby reaching into the cage or may otherwise remove an object forpresentation to the detector 106.

In other embodiments, real, random values may be generated without theaid of human intervention. For example, one or moreuniquely-identifiable balls may be selected from a cage of similar,randomly-arranged balls using an air blower and a hole that is sized toroughly the diameter of the balls. The air blower randomly distributesthe balls in the cage with the expectation that at least one ball willfind its way through the hole. The ball may then be identified by thedetector 106. Some bingo, keno and lottery systems operate in thismanner.

Detector 106 comprises any electronic or optical device that capturesevents generated by a real-world, actual source and converts them intoelectronic signals. For example, detector 106 may comprise a still orvideo camera and/or a microphone. In another embodiment, a manual entrydevice may be used by a live person, such as a keyboard, a mouse, and/orother manual entry device. The electronic signals may then be providedto gaming sever 108 located either locally to detector 106 or in aremote location.

In another embodiment, detector 106 comprises an electronic card readerthat detects the value of cards (e.g., six of hearts, Ace of spades,etc.) as they are passed over, or come in proximity to, an optical orelectronic sensor. The electronic card reader may be incorporated into a“shoe”, which is a common apparatus in casinos for housing one or moredecks of physical playing cards. The shoe allows dealers to distributecards to players by sliding cards one at a time from the shoe. As cardsare removed from the shoe, one at a time, cards are directed over theoptical sensor and a value of the card is generated electronically. Inanother embodiment, detector 106 is housed within the shoe and sensescards as they are dealt from the shoe. In a related embodiment, detector106 comprises an RFID reader that is used in conjunction with playingcards each having an RFID chip embedded or located on the cards. As eachof these cards is brought within close proximity of the RFID reader,their values may be read by the RFID reader. In yet another embodiment,detector 106 comprises a bar code scanner, where each of the cardscomprises a bar code that is used to identify card values. In yetanother embodiment, detector 106 includes a Near Field Communication(NFC) technology.

In another embodiment, detector 106 combines both functions of capturingreal events as they occur and determining a value created from the realevent. For example, a movie camera could receive real audio and visualinformation of playing cards as they are dealt from a deck of cards andinterpret this information to provide values corresponding to valuesgenerated by the real source. For example, a camera having imagerecognition technology could determine that the “eight of spades” or“jack of clubs” has been dealt by a human dealer from a deck of physicalplaying cards.

Dealer interface 118 comprises an electronic device that allows a dealerat location 102 to communicate with gaming sever 108. It typicallycomprises one or more well-known techniques to provide information to,or receive information from, server 108, such as a touchscreen computer,smartphone, keyboard, keypad, display device, microphone, etc. Forexample, gaming server 108 may be programmed to require a players tomake decisions during game play, such as betting, folding, raising,whether to receive further cards, etc., within a predetermined maximumtime period. Dealer interface 118 may provide a dealer at location 102with the capability of altering the default game speed. For example,during game play, players may send a request to dealer interface 118requesting that game play be speeded up. If the dealer receives severalof such requests, he or she may decide to increase the speed of play byreducing the default maximum time period for players to make decisionsduring game play. Game play could be slowed down in another scenario.Further, the dealer could pause game play when desired by indicating sousing dealer interface 118.

Dealer interface 118 can also be used to receive information from gamingserver 108, such as an indication to begin dealing cards, to show cardsto a camera, or for the dealer to perform other actions.

Dealer interface 118 can further be used to communicate with players,either directly or through gaming server 108. For example, emails, textmessages blogs or posts may be sent between the dealer and players.

Dealer interface 118 communicates with gaming server 108 viacommunication network 116, and to and from players either directly viacommunication network 116 or other network (such as a cellular telephonenetwork), and/or via communication network 116 and gaming sever 108. Thedealer may control the flow of a game using interface 118. For examplein the game of Texas Hold 'Em, the dealer may use interface 118 tocommunicate with the gaming server to manage various steps of the gamesuch as starting a new game, dealing virtual cards to each player,initiating a round of betting, exposing virtual presentations of theflop, turn and river cards, determining the outcome of the game, etc.

Location 102 may comprise two or more detector types. For example, afirst detector 106 may be used to capture audio and visual informationof a real dealer dealing a game of blackjack and provide video and audiosignals to players. In addition, a second detector 106 comprising anoptical card reader located within a card shoe may detect card values ascards are dealt from the shoe by the dealer. Both the electronic signalrepresenting the audio/visual information and the card values aretypically sent to gaming sever 108.

Gaming sever 108 comprises one or more electronic processors forreceiving the information sent by detector(s) 106 and for providinggames of chance to a potentially large number of game participants viaelectronic devices operated by each game participant, for example afirst electronic device 110 associated with a first game participant, asecond electronic device 112 associated with a second game participant,through an n^(th) electronic device 114 associated with an n^(th) gameparticipant.

Each of the electronic devices used by the players typically providestwo-way communication with gaming sever 108, such as a computer or asmartphone, over at least one communication network 116. Therepresentative electronic devices 110 through 114 shown in FIG. 1typically comprise at least a display 122 and a user interface 120, suchas a keypad, keyboard, mouse, voice or gesture recognition, stillcamera, video camera, and/or microphone for allowing players to interactwith each other, as well as a speaker/amplification system.

Electronic devices 110-114 may be supplemented with another device suchas a television or any other broadcasting technologies for providingaudio and video of real events occurring at location 102 (for example, adealer dealing physical playing cards). In this example, game play andwagering may occur using a home or mobile computing device such as acomputer or smartphone, while a real audio/video feed of the game beingdealt by a real dealer at location 102 is provided by a television.Thus, in one embodiment, players could use a texting application runningon a smartphone to join games, provide wagering information and gamedecisions, and receive game results and payout information, whilewatching real action of the game on a television, computer, or anotherapplication on the smartphone.

For example, an individual may find a game that he or she would like toplay using a computer or smartphone to view available games offered by agaming server on a website. The gaming server may offer a list of gamesand associated codes or icons via the gaming website. For example, agame of blackjack could be listed as code ‘3387336’ which may be joinedby texting this code to the gaming server via a texting applicationrunning on a smartphone; or if an icon is used by clicking on the icon.The individual may join the game of blackjack by providingidentification information to the gaming server, such as a uniqueusername and password. After joining the game, the individual may placewagers via text, then receive a textual representation of two,computer-generated player cards plus one real dealer card, the dealercard generated at location 102 by a real dealer using a real deck ofcards. The individual may watch the real action at location 102 viatelevision or streaming video to a computer. The individual may thenindicate whether they would like another card or whether they wish to“stick” via text, then receive an indication via the text messagingapplication of the dealer's cards as the dealer completes his hand. Theindividual's interaction with the game server could be via a voicerecognition system. The individual may also view real-time or nearreal-time video of the dealer as he or she completes the dealer's hand.Results, including an updated account balance of the game may then beprovided to the individual via text, email, a web page, TV, radio, asocial networking system such as Twitter, by regular mail or any othermessaging service.

Returning back to FIG. 1, gaming sever 108 provides a virtual gamingenvironment for each game participant, each virtual gaming environmentdependent upon a particular game of chance being offered. For example,gaming sever 108 may install an executable application into anelectronic device used by game participants that offers visual and/oraudio representations of one or more games of chance. In anotherembodiment, gaming server 108 executes many of the functions of thevirtual game locally and an application running on a player electronicdevice acts as a thin client. As game play progresses, gaming server 108provides updates to the gaming environment, such as the results orvalues of real events occurring at location 102, account balances,electronically-generated random values, win/loss determination, playeralerts, and/or status information pertaining to the game. Thus, the term“virtual gaming environment” refers, generally, to an electronicrepresentation of a game of chance, including audible, visual, and/ortextile presentations of such a game to players via an electronic deviceused by each player. For example, processor 200 may generate a renderedgaming table with visual images, pictures or videos of other playersoccupying places around the table. The processor 200 may additionallyprovide music or sound effects through the player's electronic devicebefore, during, or after game play. Processor 200 additionally generatesplayer values using an RNG and provides these values to players inaccordance with the particular game being played. Finally, processor 200may provide a video display of real events occurring at location 102.

Communication network 116 is used to provide information among thevarious entities comprising the system 100, such as detector 106, gamingsever 108 and electronic devices 110 through 114. Communication network116 typically comprises a data network such as the Internet. However,other communication networks may be used alternatively, or incombination, with data networks, including television or radio networks,satellite communication networks, fiber optic or wireless networks,and/or virtually any other communication network. Throughout thisspecification, reference to communication network 116 is a reference tocommunication networks in general and does not imply a particular typein any situation. Further, various types of information pertaining togame play be provided to, or received from, entities over more than onetype of communication network. For example, an audio/video signalrepresenting a dealer's hand in a game of blackjack at location 102could be provided to a player using a television network, while theplayer's hand could be randomly-generated by processor 200 and providedto the player over the Internet.

FIG. 2 illustrates a functional block diagram of one embodiment ofgaming sever 108. Specifically, FIG. 2 shows processor 200, memory 202,communication interface 204, and optional user interface 206. It shouldbe understood that the functional blocks shown in FIG. 2 may beconnected to one another in a variety of ways, and that not allfunctional blocks necessary for operation of gaming sever 108 are shown(such as a power supply) for purposes of clarity.

Processor 200 is configured to provide general operation of gaming sever108 by executing processor-executable instructions stored in memory 202,for example, executable code, to provide games of chance to remote gameplayers. Processor 200 is typically a general purpose processor, such asany one of a number of Pentium® class microprocessors manufactured byIntel Corporation of Santa Clara, Calif.

Memory 202 comprises one or more information storage devices, such asRAM, ROM, EEPROM, UVPROM, flash memory, CD, DVD, Memory Stick, SDmemory, XD memory, thumb drive, or virtually any other type of memorydevice. Memory 202 is used to store the processor-executableinstructions for operation of gaming sever 108 as well as anyinformation used by processor 200, such as instructions for processor200 to provide game updates to players as play progresses, toincorporate real values provided by detector 106 into virtual gamingenvironments, to receive wagering information from game participants, toprovide account information for game participants, and for storingparameter information, status information, etc.

Optional user interface 206 may be coupled to processor 200 that allowsan individual access to information stored in memory 202, as well as toprovide updates to this information and/or to gaming software. Userinterface 206 may comprise one or more pushbuttons, switches, sensors,touchscreens, keypads, keyboards, ports, and/or microphones thatgenerate electronic or voice signals for use by processor 200 uponinitiation by a user. User interface 206 may additionally comprise oneor more seven-segment displays, cathode ray tubes (CRT), liquid crystaldisplays (LCD), or any other type of visual display for display ofinformation to users. Of course, the aforementioned items could be usedalone or in combination with each other and other devices may bealternatively, or additionally, used. User interface 206 may be used,for example, by an administrator to update game software stored inmemory 202, to manually manage user account information, to changepayout information, or for any other reason.

Communication interface 204 comprises circuitry necessary for processor200 to communicate over one or more networks, such as data networks,television networks, satellite networks, cellular networks, etc. Suchcircuitry is well known in the art.

FIG. 3 is a flow diagram illustrating a general embodiment of a method300 for providing gaming services to remote game players. Method 300serves as a general example of gaming services from which more specificembodiments may be based, such as the methods described with referenceto FIGS. 4-11. Method 300 describes how mechanically-generated gamevalues are used by gaming sever 108 to offer an electronic game toremote game players. The mechanically-generated game values areincorporated into an electronic card game offered by gaming server 108.It should be understood that the steps described in this method could beperformed in an order other than what is shown and discussed. Forexample, in this embodiment, the process begins bymechanically-generated values being generated at location 102 andprovided to gaming server 108. In another embodiment, however, gamingserver 108 may provide an indication to location 102 requesting thatmechanically-generated values be generated after a number of playershave requested to play a game. Further, it should be understood thatgaming sever 108 could be running tens, hundreds, or even thousands ofdifferent games simultaneously.

Throughout the process described in FIG. 3, information may bedistributed among the various entities of system 100 in order to providean enhanced gaming experience for the players. For example, in additionto detector 106, a video camera may capture a dealer dealing cards asthey are dealt from a physical deck of cards. The dealer may possessattractive qualities that could be conveyed to players using theaudio/video information. For example, the dealer may be physicallyattractive or have a good sense of humor. The dealer could alsocommunicate with players using the audio/video signals. For instance,the dealer could announce the general identity and/or location of aplayer who has received an unlikely poker hand, such as a royal flush,to other players.

Information could also be sent by players and provided to other playersand/or the dealer. In this case, audio/video signals are transmitted byplayers to gaming sever 108 via communication network 116, and gamingsever 108 may re-distribute the received audio/video signals to some orall of the other players and/or the dealer. For example, players mightuse a web camera to provide video and/or audio to processor 200.Processor 200 then distributes each audio/video feed to the otherplayers and/or dealer. In this way, players may feel more involved andconnected to the other players and the dealer, thereby enhancing theirsatisfaction with playing various games using system 100. Thevideo/audio signals from the dealer may, additionally, gives players agreater sense of security and satisfaction knowing that the dealerresults are generated by a real person dealing physical playing cards orother actual event, as the case may be.

Players may, in addition, communicate via text messaging or socialnetworking between each other, via communication network 116 and gamingserver 108 and/or with a dealer at location 102 via communicationnetwork 116, gaming server 108, and dealer interface 118.

Returning now to FIG. 3, at block 302, mechanical device 104 generatesone or more mechanically-generated game values for use by gaming server108 to incorporate into a game played by remote game players.Mechanically-generated game values are based on real-world, physicalevents typically taking place in real-time or near real-time at location102. For example, the actual, physical event may comprise dealingphysical playing cards from a deck of cards, physical balls being drawnfrom a cage, a physical ball landing on a space on a mechanical roulettewheel, a mechanical slot machine being, or any other event occurringwith the aid of a device. An actual, live person may operate mechanicaldevice 104 to generate mechanically-generated game values.Mechanically-generated game values comprise numbers, letters,alpha-numeric characters, icons, colors, symbols, card suits, or anyother value that may be used to play a game.

As mechanically-generated game values are generated by mechanical device104 (with or without human intervention) detector 106, in turn,transmits the mechanically-generated game values to gaming server 108.In other embodiments, raw data relating to the real events (such as avideo signal) is transmitted to gaming server 108, or some otherprocessor, where the mechanically-generated game values are determinedfrom the raw data. In any case, the mechanically-generated game valuesgenerated at block 302 are received by processor 200 via communicationnetwork 116 and communication interface 204 at block 304.

The mechanically-generated game values generated at block 302 maycomprise “contingent” or “contingency” cards, defined asmechanically-generated cards needed to complete game play for anypotential game scenario that may arise related to different remote gameplayers. The contingency cards are typically dealt prior to playersreceiving any electronically-generated card values from gaming server108. They may be removed from further consideration by gaming server 108so that they are not duplicated as gaming server 108 provideselectronically-generated card values to players during game play. Forexample, in a game of hybrid blackjack between two players and a dealer,an initial dealer blackjack hand is dealt comprising twomechanically-generated cards. However, one or more contingency cards arealso dealt prior to any players receiving their initial,electronically-generated hands. The contingency cards, in this example,allow the dealer to complete game play for any potential game playscenario. For example, a dealer may draw three or four contingency cardsafter the dealer's initial two cards are dealt. The value of the initialcards and the contingency cards are excluded from being provided toremote players prior to providing any electronic game values to theremote players. In one embodiment, contingency cards are only put intoplay if required. For example, the rules of blackjack require allplayers to complete their hands before the dealer plays his/her hand. Ifall of players bust, the dealer does not have to receive any furthercards, and the players all lose their bets because the dealer does nothave to put the contingency cards into play. However, if one of theplayers did not bust, the dealer would use the contingency cards toreach a value of seventeen or more. It should be understood that theconcept of contingency cards can be applied to other games as well.Contingency cards may also be used by players to form final hands orotherwise complete game play.

At block 306, gaming sever 108 offers to host a game for remote gameplayers. The game may comprise one of a number of games offered bygaming sever 108, including bingo, keno, blackjack, baccarat, poker,roulette, or virtually any other game, typically games of chance. Gamingserver 108 typically provides a virtual gaming environment to electronicdevices used by the players to communicate with gaming server 108. Thevirtual gaming environment provides everything that players need to playgames using gaming server 108, such as a visual representation of avirtual game such as a game table (such as a blackjack table, a TexasHold 'Em table, etc), game values (such as cards, dice, bingo balls,etc), information relating to game play (such as wagers from otherplayers, player status, player actions, etc), and account management.

Gaming server 108 may offer a card game played on a particular “virtual”table having a fixed number of available positions for players.Alternatively, or in addition, multiple tables may be made available,each table offering the same type of game. In another embodiment, gamingserver 108 may offer a game that allows an unlimited number of playersto play against a single entity, such as a dealer, or against eachother. In another embodiment, gaming server 108 may also offer multiplevirtual game tables that offer a variety of games to remote players.Alternatively, or in addition, a single type of game may be offered onmultiple virtual game tables, each table offering localized game play toremote players assigned to each table, each table using the samemechanically-generated values generated by mechanical device 104 whilereceiving electronic, random game values from a unique source, pool, orset of possible game values (such as each table receiving random,electronic values from a respective pool of 52 card values assigned toeach table).

At block 308, one or more players provide a request to join one of thegames being offered by gaming server 108 at block 306 via electronicdevices in communication with gaming sever 108 over communicationnetwork 116. The request may comprise a preference to play with aparticular dealer, another remote game player identified in the requestand/or a preferred virtual table.

At block 309, processor 200 may assign requesting players to one or moregroups of players. For example, processor 200 may define a first groupof players by assigning the first ten players to request game play atblock 308 to a virtual game table and a second group of players byassigning the next ten requesting players to a second virtual gametable. Players at both virtual tables use the samemechanically-generated values generated by mechanical device 104 duringgame play, while each player in the first group receives electronic,random game values from a unique source, pool, or set of possible gamevalues (such as each table receiving random, electronic values from arespective pool of 52 electronic card values assigned to each table),and each player in the second group receives electronic, random gamevalues from a second unique set of possible game values.

In one embodiment, game play begins when a predetermined number ofplayers register to play the game. In another embodiment, play beingsafter a predetermined time period has expired.

At block 310, an initial wager may be received from one or more gameplayers over communication network 116. Wagering is typically providedby gaming sever 108, allowing players to set up accounts that are fundedusing credit or debit cards, checks, wire transfers, etc. Playersgenerally draw on their accounts to provide wagers throughout variousrounds of play. Processor 200 provides credits to these accounts asplayers win rounds of play.

In another embodiment, wagers comprise points, or some other form ofabstract value, not directly tied to money. For example, a gametournament may be offered where players are provided an account having apredetermined number of points credited for use in wagering. The accountis debited for each wager placed and credited after a winning round ofplay. At the end of the tournament, e.g., after a predetermined timeperiod, number of rounds of play, or elimination of all players exceptone, the points may be redeemed for cash or prizes.

At block 311, after any wagers have been received, processor 200receives mechanically-generated game values generated by mechanicaldevice 104 and detected by detector 106.

At block 311, processor 200 removes the mechanically-generated gamevalues received at block 304 from consideration by processor 200 before,or during, a process of providing electronic, random game values toplayers. This may be accomplished by storing the mechanically-generatedgame values received at block 304 in memory 202 and then comparing eachof these values to values that are electronically selected at random byprocessor 200 from a potential number of values, for example, in a cardgame using a single deck of cards, there are 52 values. If therandomly-selected value by processor 200 matches one of themechanically-generated game values stored in memory 202, that value isdiscarded and processor 200 randomly selects another game value out ofthe potential number of values. This process is repeated until a gamevalue is electronically selected that does not match any of themechanically-generated game values stored in memory 202.

In another embodiment, mechanically-generated game values are removedfrom consideration from a pool of possible game values available forrandom selection by processor 200. For example, when real game valuesare received at block 304, processor 200 excludes, or removes fromconsideration, these mechanically-generated game values from thepotential pool of available values at block 311, leaving processor 200 areduced pool of candidate game values to choose from.

Other methods for removing, excluding, or eliminatingmechanically-generated values may be used in the alternative to the twomethods presented above.

At block 312, processor 200 generates electronic, random game values foreach player from a first set of possible game values, the first set ofpossible game values comprising a total possible number of game valuesminus any mechanically-generated game values received at block 311, andminus any electronic game values that have already been provided to anygame players. For example, if at some later part of the game, processor200 had already received the two of hearts and the six of spades atblock 311, and had further electronically generated and provided the tenof diamonds to a first player, then the first set of possible gamevalues would comprise all 52 values in a typical deck of cards, less thetwo of hearts, the six of spades, and the ten of diamonds.

The process of generating random game values is well-known in the art.In order to exclude game values received at block 311 from beingprovided to players, processor 200 either eliminates them fromconsideration prior to the random selection process, or compares them togame values randomly-selected by processor 200, rejecting any electronicgame values that match any of the real game values. In any case,processor 200 provides the electronic, random game values to each playervia communication network 116.

At block 314, game play occurs. In general, any further card valuesneeded to complete game play are provided by either mechanical device104/detector 106 or by processor 200 performing the electronic, randomgame value generation process described above, excluding anymechanically-generated or processor-generated game values already inplay. Processor 200 controls game play, typically by providing requests,indications, and/or cues to or from the dealer and/or players to provideresponses in the form of game flow (e.g. initiating a betting round) orgame play choices (e.g., “hit”, “stick”, “fold”, “call”, “raise”,wagering amounts, etc). In some cases, two or more players receivingcommon mechanically-generated game values from location 102 during gameplay may not receive all of the mechanically-generated game valuesgenerated by mechanical device 104. For example, two players might beplaying blackjack against mechanically-generated card values generatedby a dealer at location 104. During game play, both players receive thedealer's mechanically-generated “up” card and, in this example, a firstplayer is dealt a “blackjack” as an initial hand, while a second playeris dealt an initial hand totaling 9 points. In this case, the firstplayer does not need to receive any further dealer cards. However, ifthe second player decides to take a “hit”, the mechanically-generatedcard value generated by the dealer may be provided to the second playeronly, since the first player's hand was complete when he received theblackjack. In another embodiment, contingency card values areadditionally provided to players who do not require the contingency cardto complete the current round of play, without relevance to the gameoutcome for such players.

As part of game play at block 314, processor 200 removes eachelectronically-generated game value when generating/selecting the nextelectronic, random game value so that game values are not duplicatedduring game play. In addition, processor 200 may, in one embodiment,provide mechanically-generated game values and/orelectronically-generated game values to players as theactual/electronically-generated game values are used in game play, sothat players can know which cards have been already used in the game.Game values may be provided to players whether or not they are neededfor players to complete game play. These game values may be displayed toplayers via the virtual gaming environment.

At block 316, processor 200 determines which player or players won thegame, based on the scores, values, information, and/or indicationsof/from each player and/or processor 200.

At block 318, processor 200 adjusts account balances affected by thegame results determined at block 316, and may provide updated accountbalances to players.

At block 320, processor 200 may generate an invitation for winningplayers to provide comments regarding the previous round of play. Inanother embodiment, processor 200 provides an indication of winners tothe dealer at location 102 via dealer interface 118 and the dealerprovides a verbal invitation for winning player(s) to provide commentsover communication network 116. In either of the above embodiments, anindication could be provided, either by processor 200 and/or the dealerat location 102, of a general identity and/or location of a player whohas received a rare game result, such as receiving a royal flush in agame of draw poker. Winners could respond to the invitation by sendingaudio/video signals or textual responses to gaming server 108, wherethey could be forwarded to other game players and/or the dealer. In thisway, game players feel more connected to other players and/or thedealer, which may add to their enjoyment of playing games online usinggaming system 100.

In another embodiment of method 300 briefly mentioned above, processor200 may assign players into groups. A group may comprise a single gameplayer. For example, before game play, processor 200 may assign a firstnumber of players who submit a request to play a game to a first virtualgaming table and a second number of players to a second virtual gamingtable. Each of the players at both tables play at the same game typeusing at least some mechanically-generated game values generated atlocation 102. This allows a single entity at location 102 to providemechanically-generated game values (e.g., card values) that can be usedby a large number of players, many more than would otherwise be possiblein a real, live playing environment. For example, in blackjack, it isnot prudent to allow more than seven or eight players to play on onetable, because the dealer may run out of cards due to the high number ofplayers. This embodiment allows a blackjack dealer, for example, to deala dealer hand that may be played by tens, hundreds, or thousands ofplayers.

In this embodiment, at least some of the mechanically-generated gamevalues generated at location 102 are provided to both groups of remotegame players during game play. In one embodiment, electronic, randomgame values provided to the first group of remote game players duringgame play are selected from a first set of possible game values byprocessor 200, while electronic, random game values provided to thesecond group of remote game players during game play are selected from asecond set of possible game values. The first set of possible gamevalues represents the total possible game values related to the firstgroup of remote game players minus any mechanically-generated gamevalues provided by mechanical device 104 and minus any random,electronic game values that have already been provided to any of thefirst group of remote game players. The second set of possible gamevalues represents the total possible game values related to the secondgroup of remote game players minus any mechanically-generated gamevalues generated and minus any electronic game values that have alreadybeen provided to any of the second group of remote game players.

For example, in a game of Texas Hold 'Em a dealer at location 102 maydeal five cards, representing contingent community cards used by playersto construct poker hands. The five cards may be considered “contingent”,because one or more of them may or may not be used during game play. Forexample, if all but one of the players fold during an initial round ofbetting, none of the five cards is used for that round of game play.Using one deck of cards, a maximum of twenty three players can playagainst each other (2 cards each plus the 5 community cards=51 cards),although in practice, typically only 10 players are allowed. In thepresent embodiment, the five community cards may be used by two or moregroups of players, each group of players using the five community cards.However, each group of players is provided electronic, random cards fromtheir own set of available card values. For example, a first group of 10players may request game play and be defined and assigned to a firstvirtual gaming table by gaming server 108 and a second group of 10players may request game play and be defined and assigned to a secondvirtual gaming table by gaming server 108 to play Texas Hold 'Em. Eachgroup of players is provided the community cards dealt by a dealer atlocation 102. However, the first group of players receiveelectronically-generated cards for their initial hands from a first“electronic deck” of cards, e.g. “set of possible game values”, (minusthe mechanically-generated cards dealt by the dealer), while the secondgroup of players receive electronically-generated cards for theirinitial hands from a second “electronic deck of cards”, e.g., “set ofpossible game values”, (minus the same mechanically-generated cardsprovided to the first group of players). Thus, one real, live dealer canprovide a game of Texas Hold 'Em to an unlimited number of virtualgaming tables.

FIGS. 4 through 11 illustrate specific implementations of method 300.However, each embodiment comprises several common features, described asfollows:

In each embodiment, throughout game play, audio/video signals may besent by players and provided to other players and/or a dealer. Suchaudio/video signals may be transmitted by players to gaming sever 108via communication network 116, and gaming sever 108 may re-distributethe received audio/video signals to some or all of the other playersand/or the dealer. For example, players might use a web camera toprovide video and/or audio to processor 200. In this way, players mayfeel more involved and connected to the other players and the dealer,thereby enhancing their satisfaction with playing various games usingsystem 100. The video/audio signals from the dealer may, additionally,gives players a greater sense of security and satisfaction knowing thatthe dealer results are generated by a real person dealing physicalplaying cards.

Each embodiment shown in FIGS. 4-11 also contemplates detector 106comprising a commercially-available card reader that detects card valuesas cards are brought in close proximity to the card reader. In anotherembodiment, the dealer shows each card to a detection camera, then laysthe cards on the table in either a face up or face down condition. Thedealer may, in addition or alternatively, verbally announce the value ofeach card as it is dealt, for instance, “the nine of hearts”, “the kingof clubs”, etc. for receipt by a first microphone. Signals from both thefirst camera and the first microphone are provided to gaming server 108.A second camera and/or microphone, focused on the dealer and the cardson the table, provides visual and/or audio signals ofmechanically-generated game play without an indication of the value ofany hold cards or contingency cards

Wagers are placed generally using the virtual gaming environmentdisplayed on the player's electronic device. Wagers are generallydeducted from accounts associated with each player. Players generallydraw on this account balance to provide wagers throughout multiplerounds of game play. Account balances are updated depending on wageramounts, wins, and losses.

Further, processor 200 allows player interaction via the virtual gamingenvironment presented to players through one or more electronic devicesassociated with each player. Players may use the virtual gamingenvironment via their electronic devices perform a number of tasks, suchas to sign into gaming server, register/request game play, create a newaccount, place wagers, track an account balance, chat with otherplayers, provide player selections during game play, and other tasks.Players may sign into a pre-existing account managed by gaming server108 using a pre-established user ID and password. Participants who donot have a user ID and password generally create an account with gamingserver 108 by providing personal information, such as a name, address,and/or credit card information to gaming server 108. In one embodiment,game play begins when a predetermined number of participants provide arequest to processor 200 to play a game. In another embodiment, playbeings after a predetermined time period has expired after processor 200indicates that it is ready to host a game.

Each embodiment shown in FIGS. 4-11 also contemplates processor 200removing, excluding, or eliminating mechanically-generated game valuesreceived from consideration by processor 200 before, or during, aprocess of providing electronic, random game values to players. This maybe accomplished by storing mechanically-generated game values receivedby processor 200 from location 102 in memory 202 and then comparing eachof the mechanically-generated game values to game values that areelectronically selected/generated at random by processor 200 from apotential number of values, for example, in a card game using a singledeck of cards, 52 possible game values. If the randomly-selected gamevalue by processor 200 matches one of the mechanically-generated gamevalues stored in memory 202, that value is discarded and processor 200randomly selects another game value out of the potential number ofvalues. This process is repeated until a game value is electronicallyselected that does not match any of the mechanically-generated gamevalues stored in memory 202.

In another embodiment, mechanically-generated game values are removedfrom consideration from a pool of possible game values available forrandom selection by processor 200. For example, whenmechanically-generated game values are received at block 311, processor200 excludes, or removes from consideration, thesemechanically-generated game values from the potential pool of availablevalues, leaving processor 200 a reduced pool of candidate game values tochoose from.

Other methods for removing, excluding, or eliminatingmechanically-generated values may be used in the alternative to the twomethods presented above.

Each embodiment shown in FIGS. 4-11 also contemplates the use of dealerinterface 118 to allow communications among a dealer, gaming server 108,and/or players, as described above.

FIG. 4 is a flow diagram 400 illustrating the method of FIG. 3,specifically illustrating an embodiment of how a game of hybridblackjack may be being played using the system of FIG. 1 between 10remote game players and a dealer. The concepts described with respect toFIG. 4, however, can be applied to a hybrid game of blackjack having agreater, or fewer, number of players, and players may be assigned intogroups, as discussed previously herein. It should be understood that thesteps described in this method could be performed in an order other thanwhat is shown and discussed. For example, in this embodiment, theprocess begins by gaming server 108 offering a hybrid game of blackjackto potential remote game players before mechanically-generated cardvalues are generated by a live dealer at location 102. In anotherembodiment, however, the method could begin by the dealer dealing anumber of cards, providing the card values to gaming server 108, thengaming sever 108 offering game play to remote game players.

At block 402, gaming sever 108 provides an indication that it is readyto host one or more games of blackjack, typically by providing such anindication to prospective game players via a respective electronicdevice operated by each prospective player. The indication may comprisea website listing a number of games currently available for prospectivegame players to join.

Players may use their electronic devices to sign into, or register with,gaming server 108 using a pre-established user ID and password. Playerswho do not have a user ID and password generally create an account withgaming server 108 by providing personal information, such as a name,address, and/or credit card information to gaming server 108.

At block 404, ten players request to play one of the games of blackjackoffered by gaming server 108. In one embodiment, each player may requestto play at a particular virtual gaming table, and/or play blackjack withone or more identified remote game players. Players are assigned tovirtual tables by processor 200, using techniques already known in theart. Players interact with gaming server 108 via a virtual gamingenvironment executed on each player's electronic device. In oneembodiment, game play begins when a predetermined number of playersrequest to play blackjack. In another embodiment, play beings after apredetermined time period has expired after processor 200 indicates thatit is ready to host a game of blackjack.

At block 406, each player wishing to participate in a current blackjackhand places a wager using the virtual gaming environment displayed onthe player's electronic device. Wagers are generally deducted fromaccounts associated with each player. Players generally draw on thisaccount balance to provide wagers throughout multiple rounds of gameplay. Account balances are updated depending on wager amounts, wins, andlosses.

In block 408, in one embodiment, gaming sever 108 generates and providesa request to location 102, via dealer interface 118 for example, tobegin dealing physical playing cards in accordance with the rules ofblackjack. The request may comprise an electronic, visual, audible, orother signal provided either directly to mechanical device 104 or to areal, live individual in charge of operating mechanical device 104, suchas a dealer dealing physical playing cards. In the latter case, therequest from gaming server 108 may be directed to a visual monitor,display, computer, smartphone, indicator light, LED, etc. The requestmay also include the number of players that are participating in thecurrent round of play. In this example, ten players have been assignedspaces by processor 200 and nine of the players have provided a wager.

In response to receiving the request to begin dealing at block 408, ahuman dealer at location 102 deals two cards to him or herself from oneor more decks of playing cards, representing a dealer hand. Typically,the dealer does not deal cards for the players, as processor 200provides these hands to the players electronically, as explained below.

In one embodiment, one dealer card is dealt face up and the other card,the “hole” card, is dealt face down. As the cards are dealt, theirvalues are detected by detector 106, whether they are dealt face down orup.

In addition to the two initial cards dealt, the dealer deals a number ofadditional cards, representing “contingency” cards. The contingencycards are dealt in advance of any player action so that gaming serverwill know which cards are unavailable for distribution to players whenrandom, electronic cards are generated by processor 200 during gameplay. The dealer will typically deal as many contingency cards as mightbe necessary for the dealer to either achieve a fixed result, e.g., ahand between 17 and 21, or until the dealer will potentially bust. Eachcontingency card is read by detector 106.

At block 410, mechanically-generated card values from detector 106 arereceived at gaming sever 108 through communication interface 204 andprovided to processor 200. In another embodiment, processor 200determines the mechanically-generated card values from informationprovided by detector 106, such as the case where detector 106 comprisesa video or still camera.

At block 412, the mechanically-generated card values received, ordetermined, at block 410 are removed from consideration by processor 200as it generates random electronic card values for initial player hands.

At block 414, processor 200 provides an indication of the dealer's “up”card to each player, plus two random electronic card values representingplayers' initial hands. Electronic generation of random card values iswell known in the art using random number generation code, circuits, ora combination of the two, typically using a predetermined number ofpossible card values, e.g., 52 different card values, each onerepresenting a card from a physical deck of playing cards, respectively.However, in one embodiment, processor 200 eliminates the card valuesreceived at block 410 from the initial number of possible card valuesprior to the random generation process. For example, if a total of threecard values were received from detector 106 at block 410, the six ofclubs, the ten of hearts, and the 3 of spades for example, these cardswould be removed from the 52 card values normally available to processor200 for random generation/selection for player cards. In anotherembodiment, all 52 card values are available to processor 200 for randomselection. However, as each card is selected, it is compared to themechanically-generated card values received at block 410 and if a matchis found, the randomly-selected electronic value is discarded and theprocess is repeated until the selected value does not match any of thereceived mechanically-generated card values. In either case, processor200 provides the initial random electronic card values to each playervia communication network 116. Processor 200 may also calculate andstore a hand value for each of the players in memory 202 after theplayers' hands have been distributed.

At block 416, processor 200 removes the random electronic card valuesprovided to each player at block 414 from further consideration ingenerating future card values during remaining game play.

Blocks 418-424 describe player action for each player as it relates toprocessor 200.

At block 418, processor receives an indication from the first playerwhether the first player requests another card or not. If not, theplayer stands, and processing proceeds to block 426. If the playerrequests another card, processor 200 randomly generates/selects anothercard value for the player that has not already been dealt by the dealeror previously selected by processor 200, shown at block 420. The cardvalue is then provided to the player via communication network 116 andthe virtual gaming environment.

At block 422, the player's final score is calculated by processor 200based on the total value of the card values that the player have beenreceived. At block 424, the player's score is compared to a value of 21.If the score does not exceed a value of “21”, processing reverts back toblock 418, where processor 200 waits for another indication from thefirst player whether he or she would like another card or not. If theplayer's score exceeds 21, the player has “busted”, and processingcontinues to block 424.

Blocks 418-424 are then repeated for each remaining player.

At block 426, after all of the players have been accommodated, processor200 reveals the value of the dealer's “hole” card that was received atblock 410 to each of the players so that each player can view thedealer's hand as it progresses. Each player's virtual gaming environmentis updated as the hole card is revealed, as well as when additionalcontingency cards are revealed.

Under traditional rules of blackjack, the dealer must “stand” if thedealer's total card value equals 17-21, and must take another card ifthe total value of the dealer hand equals 3-16. If the total dealer cardvalue is between 17 and 21, processing continues to block 428 where theplayer's hands are reconciled with the dealer's final result. If thedealer's total card value is between 3 and 16, processor 200 reveals onecontingency card received by processor 200 at block 410, to the players.This continues as long as the dealer does not bust and if the dealer'stotal card value is between 3 and 16.

At block 428, the dealer's total, final card value is compared to eachplayer's total final value to determine which players have won the roundof play. Processor 200 provides an indication to each player, indicatingwhether the player has won, lost, or tied the dealer's hand. Processorprovides credits to accounts of players who have beaten the dealer andassigns debits to player's accounts who have not beaten the dealer in anamount equal to the initial wager. In the case of a tie between thedealer and a player, typically neither a debit nor a credit is providedor assigned.

At block 430, processor 200 may generate an invitation for winningplayers to provide comments regarding the previous round of play. Inanother embodiment, processor 200 provides an indication of the one ormore winners to the dealer at location 102 and the dealer provides averbal invitation for the winning player(s) to provide comments over,for example, a television network. In either of the above embodiments,an indication could be provided, either by processor 200 and/or thedealer at location 102, of a general identity and/or location of aplayer who has received a rare game result, such as receiving a royalflush in a game of draw poker. Winners could respond to the invitationby sending audio/video signals or textual responses to gaming server108, where they could be forwarded to other game players and/or thedealer. In this way, game players feel more connected to other playersand/or the dealer, which may add to their enjoyment of playing blackjackonline using gaming system 100.

A next round of play may be initiated, i.e., blocks 402 through 430 maybe repeated, taking into account any new players that have joined thegame and any players who have dropped out.

FIG. 5 is a flow diagram 500 illustrating the method of FIG. 3,specifically illustrating an embodiment of a modified game of baccaratbeing played remotely by one participant using hybrid gaming system 100.The modified game of baccarat allows game participants to receive aplayer hand and a bank hand in addition to the bank hand and player handthat the dealer receives. In one embodiment, participants may bet on oneor more of the following events:

1. The dealer bank hand will beat the dealer player hand

2. The dealer player hand will beat the dealer bank hand

3. The dealer player hand ties the dealer bank hand

4. The participant's bank hand will beat the participant's player hand

5. The participant's player hand will beat the participant's bank hand

6. The participant's dealer player hand ties the participant's bank hand

7. The participant's bank hand will beat the dealer's player hand

8. The participant's player hand will beat the participant's bank hand

9. The participant's player hand ties the dealer's bank hand

10. The participant's bank hand ties the dealer's player hand

The first 6 bets identified above are played straightforwardly. In bets1 through 3, a participant merely bets on one of the three outcomes asprovided by the dealer at location 102. In bets 4 through 6, theparticipant merely bets on one of the three outcomes from handsgenerated randomly by processor 200. In other words, in bets 1 through6, hybrid gaming is not played; participants bet on either real dealeraction or virtual player action, but there is not a combination of realdealer hands being played against virtual participant hands.

Thus, the method illustrated in FIG. 5 describes method of how amodified, hybrid game of baccarat may be played with a singleparticipant as an example. In this method, remote game participantsreceive processor-generated bank and player hands that are playedagainst mechanically-generated bank and player hands dealt from a deckof cards by a dealer at location 102. It should be understood that themethod described in FIG. 500 could also be played using two or moreparticipants, each participant receiving a virtual bank hand and avirtual player hand and playing either, or both, hands against opposingdealer and bank hands dealt be a dealer at location 102. Finally, itshould be understood that the steps described in this method could beperformed in an order other than what is shown and discussed.

The method of play begins at block 502, where gaming sever 108 providesan indication that it is ready to host one or more games of modified,hybrid baccarat, typically by providing such the indication toprospective game players via a respective electronic device operated byeach prospective player. The indication may comprise a website listing anumber of games currently available for prospective game players tojoin.

Players may use their electronic devices to sign into, or register with,gaming server 108 using a pre-established user ID and password. Playerswho do not have a user ID and password generally create an account withgaming server 108 by providing personal information, such as a name,address, and/or credit card information to gaming server 108.

At block 504, one remote game participant requests to play the game. Inanother embodiment, two or more participants may wish to join the game.In one embodiment, a large number of participants may play the game byassigning participants into groups, each group playing againstmechanically-generated hands generated at location 102, one group beingprovided with electronic, random card values by processor 200 from afirst number of potential card values and the second group beingprovided with electronic, random card values by processor 200 from asecond number of potential cards values. A group may comprise a singlegame player. Participants may request to play against a particulardealer, one or more other remote game participants, and/or a preferredvirtual table. In the present case, the one remote game participant isassigned to a particular virtual game table and/or dealer, usingtechniques already known in the art.

At block 506, the remote game participant places one or more wagers viathe virtual gaming environment and communication network 116. Forexample, at least bets 7-10 may be placed, either by selecting a singlebet or by selecting multiple bets. Of course, selecting multiple betswill result in some bets cancelling others out.

In block 508, in one embodiment, gaming sever 108 generates and providesa request to location 102, via dealer interface 118 for example, tobegin dealing physical playing cards in accordance with a modified gameof baccarat. The request may comprise an electronic, visual, audible, orother signal provided either directly to mechanical device 1104 or to areal, live individual in charge of operating mechanical device 104, suchas a dealer dealing physical playing cards. In the latter case, therequest from gaming server 108 may be directed to a visual monitor,display, computer, smartphone, indicator light, LED, etc.

In response to receiving the request to begin dealing at block 508, sixcards are dealt from an mechanically-generated deck of playing cards atlocation 102, two cards representing an initial dealer player hand, twocards representing an initial dealer bank hand, and two contingencycards, one relating to the dealer bank hand and one relating to thedealer player hand. The initial hands are typically dealt face up whilethe contingency cards may be dealt face down. As they are dealt, theirvalues are detected by detector 106.

The contingency cards are dealt in advance of processor 200 generatingcard values for any players, so that processor 200 will know in advancewhich cards have been played, and thus not available for distribution toplayers. In the present case, the dealer player hand and the dealer bankhand may each potentially receive one additional card each during gameplay. Therefore, each of those hands receives one contingency card each.

At block 510, the value of the cards dealt at location 102 are receivedat gaming sever 108 through communication interface 204 and provided toprocessor 200, including the values of the contingency cards.

At block 512, the six card values received at block 510 are removed fromfurther consideration by processor 200 during random card valuegeneration to players. In the present example, six values are removedfrom the initial potential pool of 52 potential candidate card values,leaving only 46 card values for processor 200 to choose from.

At block 514, processor 200 generates initial electronic, random cardvalues for the remote participant, excluding card values received fromdetector 106 at block 306. The process of generating random card valuesis well-known in the art. In order to exclude card values received atblock 306, processor 200 either eliminates them from consideration priorto the random generation process, or they are included in the randomgeneration process, discarded if they match any of the card values fromblock 306, and another value randomly selected. In any case, processor200 provides the initial random card values to the remote participantvia communication network 116 and virtual gaming environment displayedon the participant's electronic device.

At block 516, processor 200 removes the random electronic card valuesprovided to the remote participant from further consideration ingenerating future card values during remaining game play.

At block 518, processor 200 uses the bet that the participant has placedto determine game play. For example, if the remote participant has beton the participant's final player hand beating the dealer's final bankhand or if the participant has bet on the participant's final playerhand tying the dealer's final bank hand, processing continues to themethod shown in FIG. 5a . If the remote participant has bet on theparticipant's final bank hand beating the dealer's final player hand orif the participant has bet on the participant's final bank hand tyingthe dealer's final player hand, processing continues to the method shownin FIG. 5 b.

The process shown in FIG. 5a begins with processor 200 determiningwhether the remote participant's initial player hand should receive oneadditional card, depending on the total value of the participant'sinitial player hand, the total value of the dealer's initial bank hand,in accordance with the rules of baccarat at block 520. If so, processor200 generates another electronic, random card value at block 522, andprovides the card value to the remote participant via communicationinterface 116 and the virtual gaming environment.

If the remote participant does not require another card value at block520, or after the remote participant receives another card value atblock 522, processor determines whether the dealer's initial bank handshould receive one additional card, based on the total value of theparticipant's final player hand (e.g., the value of the remoteparticipant's player hand after blocks 520 and 522), the total value ofthe dealer's initial bank hand, in accordance with the rules of baccaratat block 524. If so, processor 200 reveals the dealer's bank handcontingency card that was provided to processor 200 at block 510 to theremote participant at block 526. Optionally, processor 200 may provide arequest to the dealer at location 102 to turn over the dealer's bankhand contingency card so that a visual image may be provided to theparticipant via gaming server 108 at block 528.

At block 530, the dealer's final bank hand is compared to theparticipant's player final hand to determine which hand has won, or if atie has occurred between the hands, in accordance with the rules ofbaccarat. Processor 200 provides an indication to the participantindicating whether the participant's final player hand has beaten thedealer's final bank hand or not, or whether a tie occurred between thehands. At block 532, the participant's account is reconciled byprocessor 200 providing a credit to the participant's account if theparticipant wagered, at block 506, that the participant's final playerhand would beat the dealer's final bank hand and, in fact, theparticipant's final player hand has beaten the dealer's final bank hand,or if the participant wagered, at block 506, that the participant'sfinal player hand would tie the dealer's final bank hand and, in fact,the participant's final player hand has tie the dealer's final bankhand. Otherwise, processor 200 debits the participant's account in theamount of the wager.

At block 534, processor 200 may generate an invitation for theparticipant to provide comments regarding the previous round of play. Inanother embodiment, processor 200 provides an indication of the winningparticipant to the dealer at location 102 and the dealer provides averbal invitation for the winning player(s) to provide comments over,for example, a television network. In either of the above embodiments,an indication could be provided, either by processor 200 and/or thedealer at location 102, of a general identity and/or location of aparticipant who has received a rare game result, such as winning 10rounds of play in a row. The participant could respond to the invitationby sending audio/video signals or textual responses to gaming server108, where they could be forwarded to other game participants and/or thedealer. In this way, game participants feel more connected to otherparticipants and/or the dealer, which may add to their enjoyment ofplaying baccarat online using gaming system 100.

Referring back to block 518, if the remote participant has bet on theparticipant's final bank hand beating the dealer's final player hand orif the participant has bet on the participant's final bank hand tyingthe dealer's final player hand, processing continues to the method shownin FIG. 5 b.

The process shown in FIG. 5b begins with processor 200 determiningwhether the dealer's initial player hand should receive one additionalcard, depending on the total value of the dealer's initial player hand,the total value of the participant's initial bank hand, in accordancewith the rules of baccarat at block 536. If so, processor 200 revealsthe dealer's player hand contingency card that was provided to processor200 at block 510 to the participant at block 538. Optionally, processor200 may provide a request to the dealer at location 102 to turn over thedealer's player hand contingency card so that a visual image may beprovided to the participant via gaming server 108 at block 540. In oneembodiment, the contingency card value is only revealed to participantswho require it to complete game play. In another embodiment, thecontingency card value is provided to other participants as well,without relevance to those participants.

If the dealer does not require another card at block 536, or after thedealer receives another card (e.g., processor 200 revealing the playerhand contingency card to the participant) at block 538, processordetermines whether the player's initial bank hand should receive oneadditional card, based on the total value of the dealer's final playerhand, the total value of the player's initial bank hand, in accordancewith the rules of baccarat at block 542. If so, processor 200 generatesanother electronic, random card value, at block 544 and provides thecard value to the remote participant via communication interface 116 andthe virtual gaming environment.

At block 546, the dealer's final player hand is compared to theparticipant's bank hand to determine which hand has won, or if a tie hasoccurred, in accordance with the rules of baccarat. Processor 200provides an indication to the participant indicating whether theparticipant's final bank hand has beaten the dealer's final player handor not, or whether a tie occurred between the hands. At block 548, theparticipant's account is reconciled by processor 200 providing a creditto the participant's account if the participant wagered, at block 506,that the participant's final bank hand would beat the dealer's finalplayer hand and, in fact, the participant's final bank hand has beatenthe dealer's final player hand, or if the participant wagered, at block506, that the participant's final bank hand would tie the dealer's finalplayer hand and, in fact, a tie has occurred. Otherwise, processor 200debits the participant's account in the amount of the wager at block506.

At block 550, processor 200 may generate an invitation for theparticipant to provide comments regarding the previous round of play. Inanother embodiment, processor 200 provides an indication of the winningparticipant to the dealer at location 102 and the dealer provides averbal invitation for the winning player(s) to provide comments over,for example, a television network. In either of the above embodiments,an indication could be provided, either by processor 200 and/or thedealer at location 102, of a general identity and/or location of aparticipant who has received a rare game result, such as winning 10rounds of play in a row. The participant could respond to the invitationby sending audio/video signals or textual responses to gaming server108, where they could be forwarded to other game participants and/or thedealer. In this way, game participants feel more connected to otherparticipants and/or the dealer, which may add to their enjoyment ofplaying baccarat online using gaming system 100.

After block 550, the next round of play may be initiated, i.e., blocks502 through 550 may be repeated, taking into account any newparticipants that have joined the game and any participants who havedropped out.

FIG. 6 is a flow diagram 600 illustrating the method of FIG. 3,specifically illustrating an embodiment how a game of “jacks-or-better”draw poker may be played. In this particular type of poker, playersplace a wager before game play, hoping to have a final poker hand of apair of jacks, or better. The better the player's final hand, the morehe or she wins. One of the advantages of this embodiment is that anunlimited number of players can participate in each game, as explainedbelow. It should be understood that the steps described in this methodcould be performed in an order other than what is shown and discussed.For example, in this embodiment, the process begins as a live dealerdeals cards, then players join the game, and then the cards are providedto the players by gaming server 106. In another embodiment, gamingserver 106 may register players for game play, then send a request forthe dealer to deal an initial card hand.

At block 602, five cards are dealt from a deck of physical playing cardsat location 102, representing an initial hand for players when the gamebegins. The cards may be dealt face up or face down. In either case, thecard values are provided to gaming server 108 via detector 106 andcommunication network 116, indicating that mechanically-generated gamevalues are available for use by gaming server 108 at block 604.Typically, the cards are dealt face down so the card values are notdisclosed to a camera at location 102.

In addition to the five initial cards, 5 more “contingent” cards aredealt, typically face down. The values of these cards are also detectedby detector 106 and provided to gaming server 108. A representation ofthe five initial cards 700 and the five contingent cards 702 is shown inFIG. 7. The cards shown in FIG. 7 will be used for the remainder of thediscussion with respect to method 600. As shown, initial cards 700comprise the jack of diamonds, the jack of hearts, the ten of hearts,the nine of hearts, and the eight of hearts. Contingent cards 702comprise the jack of clubs, the four of spades, the seven of hearts, thetwo of diamonds, and the 2 of spades.

At block 606, gaming sever 108 provides an indication that it is readyto host a game of jacks-or-better draw poker, typically by providing aweb page having a way for remote game players to sign into the game,register, or otherwise indicate that they would like to participate ingame play.

At block 608, one or more players sign up, register, or otherwiseprovide an indication to gaming server 108 that they would like toparticipate in the game. In one embodiment, game play begins when apredetermined number of players sign in. In another embodiment, playbeings after a predetermined time period has expired after gaming server108 provides the indication at block 606. Players may request to playagainst a particular dealer and/or one or more other remote gameparticipants.

In one embodiment, as players provide requests to play the game,processor 200 may assign the players into groups. For example, beforegame play, processor 200 may define a first group of players as a firstnumber of players who submit a request to play a game and a second groupof players comprising a second number of players requesting game play. Agroup may comprise a single game player. Each of the players in bothgroups play the same game of jacks-or-better poker using initial andcontingent card values generated at location 102. However, in oneembodiment, one group of players receives electronic, random game valuesprovided from a first set of possible game values by processor 200, andthe second group of players receives electronic, random game valuesprovided to the second group from a second set of possible game values.For example, the first group of players may receive electronic, randomcard values from a first “electronic deck” of cards, e.g., 52 cardvalues relating to an mechanically-generated deck of cards, less anymechanically-generated card values received from location 102 orpreviously provided to players in the first group. The second group ofplayers may receive electronic, random card values from a second“electronic deck” of cards, e.g., 52 card values relating to anmechanically-generated deck of cards, less any mechanically-generatedcard values received from location 102 or previously provided to playersin the second group.

In any case, at block 610, each player wishing to participate in thecurrent game places a wager via communication network 116 using anelectronic device operated by each player.

At block 612, processor 200 may provide a request to location 102,alerting the dealer and/or mechanical device 106 that game play hascommenced, and to reveal the five initial cards 700 to a camera so thatvideo images may be provided to players, either through communicationnetwork 116 or a second communication network, such as a televisionnetwork. The request may be presented to a dealer at location 102 viadealer interface 118.

At block 614, processor 200 excludes the initial and contingent cardvalues received at block 604 from further consideration by processor 200before or during random, electronic card value selection/generation toplayers, as explained elsewhere herein.

In block 616, processor 200 provides a visual and/or audiblerepresentation of the initial cards dealt at location 106 to each of theplayers via communication network 116 and the virtual gaming environmentpresented to each player via their respective electronic devices.

At block 618, another bet may be accepted by processor 200 from any ofthe players.

At block 620, processor 200 receives an indication from the playersidentifying card values to keep and/or card values to discard inanticipation of drawing additional cards, from the initial five cardsprovided at block 616. For example, a first player may choose to keepthe two jacks of initial cards 700 shown in FIG. 7 in hopes of drawingan additional jack or two jacks, another pair, or another three of akind. A second player may choose to retain all of the cards of initialcards 700 except the jack of diamonds in hopes of drawing a flush, astraight, or a straight flush.

At block 622, processor 200 may provide a request to location 102 toreveal the five contingent cards 702 so that a camera may provide videoand/or audio signals of the cards to players, either throughcommunication network 116 or a second communication network, such as atelevision network. The request may be presented to a dealer at location102 via dealer interface 118.

At block 624, processor 200 reveals a number of contingent cards to eachplayer, the number of contingent cards based on the number of cards eachplayer has chosen to keep (and/or discard). In the present example, thefirst player has kept two cards, therefore contingent cards 708, 710,and 712 are revealed to the first player by providing an update to thefirst player's virtual gaming environment. The second player has keptfour cards, therefore contingent card 704 is revealed to the secondplayer by providing an update to the second player's virtual gamingenvironment. Although the contingent cards provided to the players wereselected based on the physical location of the cards that werediscarded, processor 200 may select any of the contingent cards toplayers. For example, rather than providing contingent cards 708, 710,and 712 to the first player, contingent cards 704, 706 and 712 couldhave been provided instead. In one embodiment, processor 200 selectswhich contingent cards are provided as replacement cards to playersusing a random selection of the contingent cards.

At block 626, a final bet may be accepted by processor 200 from any ofthe players.

At block 628, processor 200 determines the value of each player's finalhands. The first player would see his two retained cards supplementedwith three replacement cards, the 7 of hearts, the 2 of diamonds, andthe 2 of spades, as shown in FIG. 8. Thus, the first player's final handcomprises two pair (jacks and twos), with a 7 kicker. The second playerwould receive only one replacement card, because the second player choseto hold 4 out of the original 5 cards. The second player's final resultsthus comprises the jack of clubs, which is added to the four cards thatwere originally held (the jack of hearts, the 10 of hearts, the nine ofhearts, and the 8 of hearts), as shown in FIG. 9. The second player'sfinal hand, thus, comprises a pair of jacks (the jack of clubs and thejack of hearts). Thus, each player's final hand comprises a number ofinitial cards that were held plus a number of replacement cards providedat block 624.

At block 630, processor 200 evaluates each of the player's final handsto determine whether each player's hand has exceeded a predeterminedthreshold, such as a pair of jacks. If so, processor 200 reconcilesaccounts associated with player's having a winning hand in accordancewith pre-determined pay-out information stored within memory 202, atblock 632. In the present example, both players would receive a payoutbecause they both have final poker hand better than a pair of jacks.

At block 634, processor 200 and/or the dealer at location 102, mayinvite the winner(s) of the previous round of play to provideinformation over communication network 116, the information comprising astill image, video information, or audio information pertaining to thewinner. In another embodiment, processor 200 and/or the dealer mayinvite any player having a final hand equal to or exceeding a rare handto provide information, for example, if any player's hand comprises fourof a kind or a straight flush. The winner(s) could use a web-camera tosend a real video and audio signal that is provided to the other gameplayers. For instance, the winner(s) may playfully taunt the otherplayers or provide a comment as to the previous round of play, or anyother comments the winner(s) might have. In this way, the game playersfeel more like they are participating in a real poker game, which mayadd to their enjoyment of playing games of chance using system 100.

After block 634, the next round of play may be initiated, i.e., blocks602 through 634 may be repeated, taking into account any new playersthat have joined the game and any players who have dropped out.

FIG. 10 is a flow diagram 600 illustrating the method of FIG. 3,specifically illustrating an embodiment how a game of hybrid “Texas Hold'Em” may be played using system 100. In this particular type of poker,players play against each other to form their best five-card poker handbased on two individual cards plus five “community” cards that are usedby all of the players to construct their hands as well. It should beunderstood that the steps described in this method could be performed inan order other than what is shown and discussed.

At block 1002, gaming sever 108 provides an indication that it is readyto host a game of Texas Hold 'Em, typically by providing a web pagehaving a way for remote game players to register or sign into the gameover communication network 116. In one embodiment, game play begins whena predetermined number of players sign in. In another embodiment, playbeings after a predetermined time period has expired.

At block 1004, one or more players sign up, register, or otherwiseprovide an indication to gaming server 108 that they would like toparticipate in the game. In one embodiment, game play begins when apredetermined number of players sign in. In another embodiment, playbeings after a predetermined time period has expired after gaming server108 provides the indication at block 1002. Players may request to playwith a particular dealer and/or one or more other remote game players.In one embodiment, players are assigned to a virtual game table asprocessor 200 receives the player requests at block 1004.

In another embodiment, as players provide requests to play the game,processor 200 may assign the players into groups. For example, beforegame play, processor 200 may define a first group of players as a firstnumber of players who submit a request to play a game and a second groupof players comprising a second number of players requesting game play. Agroup may comprise a single game player. The players in each group playagainst other players in the same group. Each of the players in bothgroups play the same game of Texas Hold 'Em using community card valuesgenerated at location 102. However, in one embodiment, one group ofplayers receives electronic, random game values provided from a firstset of possible game values by processor 200, and the second group ofplayers receives electronic, random game values provided to the secondgroup from a second set of possible game values. For example, the firstgroup of players may receive electronic, random card values from a first“electronic deck” of cards, e.g., 52 card values relating to anmechanically-generated deck of cards, less any mechanically-generatedcard values received from location 102 or previously provided to playersin the first group. The second group of players may receive electronic,random card values from a second “electronic deck” of cards, e.g., 52card values relating to an mechanically-generated deck of cards, lessany mechanically-generated card values received from location 102 orpreviously provided to players in the second group.

In any case, at block 1006, one or more “antes” are received from one ortwo players. In Texas Hold 'Em, one ante is referred to as the “BigBlind” while the other ante is referred to as the “Small Blind”. Theantes provide an initial wager by the one or two players that areforfeited if they fold their hands during an initial round of play. Theante(s) are received by processor 200 over communication network 116and, generally, an account associated with any player who submitted anante is debited by the amount of the ante.

In block 1008, play beings by gaming sever 108 generating and providinga request to location 102 to begin dealing physical playing cards. Inanother embodiment, alternative or in addition to the request providedby processor 200, cards are dealt at location 102 prior to gaming server108 providing the request at block 1002. The request may be presented toa dealer at location 102 via dealer interface 118.

In block 1010, five cards are dealt from a deck of physical playingcards at location 102, representing the five community cards that areused by the game players. One or more of these cards may be referred toas “contingent” cards, because they may or may not be used, depending onvarious actions taken by the players. For example, if no players decideto partake in the particular round of play, none of the five cards arerevealed to the players. The cards may be dealt face up or face down. Ineither case, the card values are detected by detector 106 and providedto gaming server 108. Typically, the cards are dealt face downinitially. In one embodiment, the dealer also deals two or more “burn”cards as the five cards are dealt. Thus a total of 7 or more cards maybe removed from the deck of physical playing cards. The value of theburn cards may also be provided to gaming server 108 in the same manneras the five community card values, so that they may also be removed fromconsideration when generating electronic cards for the players.

At block 1012, processor 200 receives the five card values (plusoptional burn card values) dealt by the dealer at block 1010 viadetector 106 and communication network 116.

At block 1014, processor 200 excludes the five card values (and optionalburn card values) received at block 1012 from further consideration byprocessor 200 before or during random, electronic card valueselection/generation to players, as described earlier herein.

At block 1016, processor 200 provides initial hands to each of theplayers. Each initial hand comprises two, randomly-generated electroniccard values, excluding the five card values received at block 1012 andoptional burn card values. In an embodiment where two or more groups ofplayers have been defined, each group receives electronic, random cardvalues from a respective potential number of card values, each onehaving the community card values removed from consideration. As eachcard value is generated/selected by processor 200, it is removed fromfurther consideration during game play so that game values are notduplicated.

At block 1018, processor 200 manages a round of wagering. Each playerevaluates the two cards that have been randomly generated and providedto them by processor 200 at block 1016, and then either “calls” the anteback at block 106, raises the ante, or folds. In an embodiment wheremultiple groups have been defined, wagering is managed for each group.Processor 200 provides audio and/or visual cues to the players to informthem of how other players have wagered (e.g., call, raise, or fold),cues to players when it is their turn to act (e.g., call, raise, orfold), and adjust account balances associated with the players duringthe round of wagering. Such techniques are well-known in the art.

At block 1020, processor 200 reveals three of the five cards that wereprovided to processor 200 at block 1012, by updating to the virtualgaming environment for each player. Such an update typically comprisesproviding a graphical representation of the three cards lying in a rowon a virtual table. These three cards are known as “the flop”.Optionally, processor 200 may provide a request to location 102 toreveal three of the five cards to a camera so that a visual image of thecards may be provided to the players via gaming server 108.

At block 1022, processor 200 manages another round of betting among theplayers. Each player evaluates his or her hand based on the initial twocards provided to each player at block 1016 plus the three cardsrevealed to all of the players at block 1020. After the round of bettingis complete, processing continues to block 1024.

At block 1024, processor 200 reveals another card value from the fivecards dealt at block 1010. This card is commonly referred to as “theturn”. This card value is provided to the players by providing an updateto the virtual gaming environment for each player. Such an updatetypically comprises a graphical representation of a fourth of five cardslying in a row on the virtual table. Optionally, processor 200 mayprovide a request to location 102 to reveal the fourth card out of thefive cards to a camera so that a visual image of the fourth card may beprovided to the players via gaming server 108.

At block 1026, processor 200 manages another round of betting among theplayers. Each player evaluates his or her hand based on the initial twocards provided to each player at block 1016 plus the four cards revealedto all of the players at blocks 1020 and 1024. After the round ofbetting is complete, processing continues to block 1028.

At block 1028, processor 200 reveals the fifth and final card value fromthe five cards dealt at block 1010. This card is commonly referred to as“the River”. This card value is provided to the players by providing anupdate to the virtual gaming environment for each player. Such an updatetypically comprises revealing a fifth of five cards lying in a row onthe virtual table. Optionally, processor 200 may provide a request tolocation 102 to reveal the fifth card out of the five cards to a cameraso that a visual image of the fifth card may be provided to the playersvia gaming server 108.

At block 1030, processor 200 manages a final round of betting among theplayers. Each player evaluates his or her hand based on the initial twocards provided to each player at block 1016 plus the five cards revealedto all of the players at blocks 1020, 1024, and 1028. After the round ofbetting is complete, processing continues to block 1032.

At block 628, processor 200 evaluates each of the player's hands todetermine which hand is the best poker hand among the players based onthe five community cards dealt by the dealer plus each player'sindividual, two-card hands. If multiple groups of players have beendefined, a winner is determined for each group.

At block 1034, processor 200 credits a player account associated withthe winning hand at block 628 with an amount equal to a “pot” consistingof all of the wagering that has occurred at blocks 1018, 1022, 1026, and1030.

At block 1036, processor 200 may invite the winner(s) of the previousround of play to provide information over communication network 116, theinformation comprising a still image, video information, or audioinformation pertaining to the winner. In another embodiment, processor200 may invite any player having a final hand equal to or exceeding arare hand to provide information, for example, if any player's handcomprises four of a kind or a straight flush. The winner(s) could use aweb-camera to send a real video and audio signal that is provided to theother game players. For instance, the winner(s) may playfully taunt theother players or provide a comment as to the previous round of play, orany other comments the winner(s) might have. In this way, the gameplayers feel more like they are participating in a real poker game,which may add to their enjoyment of playing Texas Hold 'Em using system100.

After block 1036, the next round of play may be initiated, i.e., blocks1002 through 1036 may be repeated, taking into account any new playersthat have joined the game and any players who have dropped out.

FIG. 11 is a flow diagram illustrating one embodiment of the method ofFIG. 3, specifically illustrating a method of how the gaming server ofFIG. 2 operates during another embodiment of a game of hybrid“jacks-or-better” draw poker. In this embodiment, players receiveinitial hands comprising electronic, random card values from processor200 and mechanically-generated cards are used to provide replacementcard values to players. It should be understood that the steps describedin this method could be performed in an order other than what is shownand discussed.

At block 1102, five cards are dealt from a deck of physical playingcards at location 1102, representing “contingent” or replacement cardsthat are provided to players later during game play. The cards aretypically dealt face down, however the values of these cards aredetected by detector 106 and then provided to gaming server 108 viacommunication network 116 at block 1104. These card values may providean indication to gaming server 108 that mechanically-generated gamevalues are available for use by gaming server 108.

At block 606, gaming sever 108 provides an indication that it is readyto host a game of jacks-or-better draw poker, typically by providing aweb page having a way for remote game players to sign into the game,register, or otherwise indicate that they would like to participate ingame play.

At block 1108, one or more players sign up, register, or otherwiseprovide an indication to gaming server 108 that they would like toparticipate in the game. In one embodiment, game play begins when apredetermined number of players sign in. In another embodiment, playbeings after a predetermined time period has expired after gaming server108 provides the indication at block 1106. Players may request to playagainst a particular dealer and/or one or more other remote gameparticipants.

In one embodiment, as players provide requests to play the game,processor 200 may assign the players into groups at block 1110. Forexample, before game play, processor 200 may define a first group ofplayers as a first number of players who submit a request to play a gameand a second group of players comprising a second number of playersrequesting game play. A group may comprise a single game player. Each ofthe players in both groups play the same game of jacks-or-better pokerusing contingent or replacement card values generated at location 102.However, in one embodiment, one group of players receives electronic,random game values provided from a first set of possible game values byprocessor 200, and the second group of players receives electronic,random game values provided to the second group from a second set ofpossible game values. For example, the first group of players mayreceive electronic, random card values from a first “electronic deck” ofcards, e.g., 52 card values relating to an mechanically-generated deckof cards, less any mechanically-generated card values received fromlocation 102 or previously provided to players in the first group. Thesecond group of players may receive electronic, random card values froma second “electronic deck” of cards, e.g., 52 card values relating to anmechanically-generated deck of cards, less any mechanically-generatedcard values received from location 102 or previously provided to playersin the second group.

In any case, at block 1112, each player wishing to participate in thecurrent game places a wager via communication network 116 using anelectronic device operated by each player.

At block 1114, processor 200 excludes, removes, or otherwise makesunavailable the contingent card values received at block 1104 fromfurther consideration by processor 200 before or during random,electronic card value selection/generation to players, as explainedpreviously herein.

In block 1116, processor 200 provides an initial five card poker hand toeach player, each hand comprising five electronic, random card valuesfrom a set of possible card vales, such as 52 card values relating to atypical deck of playing cards. In an embodiment where two or more groupshave been defined, processor 200 provides players in each group withelectronic random card values from a respective set of card values, asexplained previously herein.

At block 1118, another bet may be accepted by processor 200 from any ofthe players.

At block 1120, processor 200 receives an indication from the playersidentifying card values to keep and/or card values to discard inanticipation of drawing additional cards, from the initial five cardsprovided at block 1116.

At block 1122, processor 200 may provide a request to location 102 toreveal the five contingent cards 702 so that a camera may provide videoand/or audio signals of the cards to players, either throughcommunication network 116 or a second communication network, such as atelevision network. The request may be presented to a dealer at location102 via dealer interface 118.

At block 1124, processor 200 reveals a number of mechanically-generatedcontingent cards to each player generated at block 1102, the number ofcontingent cards based on the number of cards each player has chosen tokeep (and/or discard).

At block 1126, a final bet may be accepted by processor 200 from any ofthe players.

At block 1128, processor 200 determines the value of each player's finalhands. Each player's final hand comprises a number of initial cards thatwere held plus a number of replacement cards provided at block 1124.

At block 1130, processor 200 evaluates each of the player's final handsto determine whether each player's hand has exceeded a predeterminedthreshold, such as a pair of jacks. If so, processor 200 reconcilesaccounts associated with player's having a winning hand in accordancewith pre-determined pay-out information stored within memory 202, atblock 1132.

At block 1134, processor 200 and/or the dealer at location 102, mayinvite the winner(s) of the previous round of play to provideinformation over communication network 116, the information comprising astill image, video information, or audio information pertaining to thewinner. In another embodiment, processor 200 and/or the dealer mayinvite any player having a final hand equal to or exceeding a rare handto provide information, for example, if any player's hand comprises fourof a kind or a straight flush. The winner(s) could use a web-camera tosend a real video and audio signal that is provided to the other gameplayers. For instance, the winner(s) may playfully taunt the otherplayers or provide a comment as to the previous round of play, or anyother comments the winner(s) might have. In this way, the game playersfeel more like they are participating in a real poker game, which mayadd to their enjoyment of playing games of chance using system 100.

After block 1134, the next round of play may be initiated, i.e., blocks1102 through 1134 may be repeated, taking into account any new playersthat have joined the game and any players who have dropped out.

FIGS. 12-15 are flow diagrams illustrating various embodiments forallowing one or more players to participate in multiple, simultaneousgames played at two or more virtual gaming tables provided by a centralgaming server. For example, one player may play a game of pokersimultaneously at eight virtual gaming tables using the samemechanically-generated cards, or electronically-generated card values,used at each virtual gaming table against other participants assigned tothe virtual gaming tables by the central gaming server. Themechanically-generated cards or electronically-generated card valuesdealt to the player are excluded from being provided to the other gameparticipants at the virtual tables. Typically, the player's card valuesare excluded from multiple sets of possible electronic card values, eachset being associated with a participating virtual gaming table.

FIG. 12 is a flow diagram 1200 illustrating an embodiment of a gamingmethod where a first player may simultaneously participate in one more“virtual” games by playing at a physical table, typically co-hosted by alive dealer also at the physical table. Each of the virtual games ismanaged by gaming server 108, offering game play to remote game playersover network 116. In this embodiment, mechanically-generated game valuesare provided by the live dealer to the first player, typically from aphysical deck of playing cards. Mechanically-generated game values mayalso be provided as contingency cards, as that term is described above.Generally, the purpose of the contingency game values is to accommodatethose players or possibly the dealer to complete their gameparticipation, in accordance with the rules of the game being played,which otherwise may not be able to finalize their play without thecontingency values. Contingency game values are shared values that maybe used by all or some players or the dealer in a game.Mechanically-generated game values may also comprise “community cards”,which are cards that are used by two or more players to construct theirrespective card hands. In this embodiment, the first player is hereinreferred to as the “first remote player” or, alternatively, “remotecelebrity” or “celebrity player”.

Although the method described with respect to FIG. 12 describes two ormore game of Texas Hold 'Em, the principles described could be appliedto several other types of games, including virtually any other versionof poker or other casino games. It should be understood that the stepsdescribed in this method could be performed in an order other than whatis shown and discussed, and that some steps may be omitted withoutdeparting from the inventive concepts of the invention.

The process described in FIG. 12 may be best used to entice remoteplayer participation in games by having one or more celebrity players toparticipate in one or more virtual games played simultaneously. Forexample, the process of FIG. 12 may allow a celebrity to play Texas Hold'Em (or virtually any version of poker, blackjack, or other game) at aphysical gaming table as a participant in one or more virtual gamingtables using the celebrity's actual cards, and/or community/contingentcards, against remote game players participating via a player electronicdevice, network 116, and gaming server 108, e.g., at one or more virtualtables. At the conclusion of game play, one or more winners aredetermined by taking into account remote player's electronic cardvalues, celebrity's card values, and/or a dealer or house entity's cardvalues. An example of this embodiment is provided as follows.

In one embodiment, traditional wagering may be altered so that thecelebrity player is able to play multiple, simultaneous games againstplayers on multiple virtual gaming tables. For example, in many types ofpoker games, numerous betting opportunities traditionally exist (e.g.,an initial round before any game values are provided, a betting roundimmediately after initial game values are provided, one or moreintermediate rounds of wagering, and a final wagering opportunity afterplayers have received/constructed their final “hands”). In thisembodiment, the number of rounds of betting may be reduced in order tomake the game more manageable for the celebrity player. For example, ina game of Texas Hold 'Em, wagering may only be allowed after initialhands are provided, after the flop, and a final round of wagering afterthe river, and/or the wagering rounds maybe limited to a fixed number ofrounds, for example two rounds, and/or wagering may be limited to onlypre-established dollar values.

In a related embodiment, the celebrity player is provided informationpertaining to each virtual gaming table that the celebrity is currentlyactive. For example, a celebrity at location 102 may be playing againstremote players distributed among 8 virtual gaming tables by gamingserver 108. In this embodiment, the celebrity player at location 102 isprovided an electronic display device, shown as display 124 in FIG. 1,which provides a visual indication of game play at each virtual gamingtable that the celebrity player is involved in. In another embodiment,the visual indication is provided to a personal electronic communicationdevice used by the celebrity player, for example, a mobile telephone,tablet computer, or the like.

The visual indication may, in one embodiment, comprise a status summaryof each game that the celebrity player is active. For example, in a gameof Texas Hold 'Em where the celebrity player is playing against remoteplayers at six virtual gaming tables, display 124 may display a tablesummarizing each of the games, using information such as a virtual tableidentification code (e.g., a table number), a number of players activelyparticipating in any particular game at each table, the number ofplayers who have placed a wager, called, and/or raised during aparticular round of play and an identification of which player placedthe wager, called, and/or raised, various financial information (such asthe amount of a present wager, a dollar amount of the “pot” at eachvirtual gaming table during game play, etc.), and/or one or moreindications of the type of action required from the celebrity player atany particular time during game play (e.g., need to bet or “check” attable 1, need to call, raise, or fold at table 2, etc.).

At block 1202, gaming sever 108 receives an indication from a firstplayer that the first player would like to play a game that is offeredby gaming server 108. For purposes of discussion, in this embodiment,the first player comprises a public figure, such as a celebrity, actor,musician, dancer, business tycoon, poker champion, or any other personthat is well-known to the general public. In one embodiment, theindication may be provided electronically by a dealer, player, or thoselocated at a physical gaming table, for example, inside a casino orother authorized gaming establishment, on behalf of the first playerusing dealer interface 118. The indication may initiate a “new” game, orit may comprise a request to join a virtual game already in progress. Inone embodiment, other players could join the celebrity at the physicalgaming table to play the game along with the celebrity.

In one embodiment, at block 1204, the celebrity is authenticated toensure that the first player at the physical gaming table is, in fact,the celebrity that he or she purports to be. In one embodiment,authentication may be performed by the dealer by reviewing one or moreforms of identification, such as a driver's license. Alternatively, orin addition, the first player may provide one or more items ofauthentication information to gaming server 108 for authentication, suchas a code sent by gaming server 108 to a token in physical possession ofthe first player, fingerprint identification, facial identification, orany other means to authenticate the first player as a celebrity.

In one embodiment, gaming server 108 comprises a database stored inmemory 202 of a list of persons considered to be worthy of “celebrity”status. Gaming server 108 typically compares information in theindication to the pre-defined list to determine whether or not to affordcelebrity status to the person providing the indication. If a match isdetermined by gaming server 108, then the person that provided theindication is given celebrity status, meaning that the person providingthe indication may be used to attract other players to play against theperson, and/or allow the person to play at one or more virtual gamingtables, as discussed below.

At block 1206, gaming server 108 may provide an indication to a web pagehosted by gaming server 108 that the celebrity is going to participatein a game offered by gaming server 108 and that other players may playagainst the celebrity via gaming server 108.

At block 1208, one or more play requests or indications are received bygaming server 108 from one or more remote game players that wish to playthe game with/against the celebrity. Each of the remote game playerstypically provides such an indication using a web browser running on arespective personal computer, tablet, smartphone, or othernetwork-connected device.

At block 1210, players are assigned to one or more virtual game tablesor positions after gaming server 108 receives the indications, with oneof the positions at each virtual gaming table occupied by the celebrity.In one embodiment, game play begins when a predetermined number ofplayers are “seated” at the virtual gaming tables. In anotherembodiment, play begins after a predetermined time period has expiredfrom the time the celebrity provided the indication to play at block1202.

The players assigned to each virtual gaming table or position play thesame game type against other virtual players and the celebrity and thedealer in case of house banked games. For example, if 27 remote gameplayers wish to join the celebrity in a game of Texas Hold 'Em, 3virtual gaming tables may be created by gaming server 108, each virtualtable having 10 player positions. Each table would comprise as many as 9remote players and the celebrity player. During game play, the celebrityplayer's game values would be used by the celebrity player against theremote players at each virtual table that he or she participated in. Inaddition, the values of five, mechanically-generated (e.g., dealt from adeck of physical playing cards) “community” cards, dealt by the dealer,are provided to each of the three virtual tables for use by the playersat each table to construct their hands during game play.

At block 1212, game play begins. In the case of Texas Hold 'Em, aninitial wager is typically received by gaming server 108 from one ormore game players at each of the three virtual gaming tables or thefirst player at the physical gaming table, prior to any card valuesbeing given. For example, a “big blind” and a “small blind” are receivedfrom two players at each virtual table or a combination of the celebrityand one player at each virtual table. In other embodiments, one or more“antes” are received from one or more players and/or the celebrityplayer. Alternatively the operator may take a rake, a commission or afee from the players or may decide not to charge the players and receiverevenues from sponsors or internet advertisers.

At block 1214, mechanically-generated game values are generated bymechanical device 106/detector 106, in one embodiment, in the form of aninitial card hand for the celebrity player. In addition, a number ofphysical playing cards representing any community and/or contingencygame values needed to ensure completion of at least one round of gameplay. The cards may be dealt face up or face down, depending on the gamethat is being played. In addition, one or more “burn” cards may begenerated, which are dealt from a deck of cards, but not used by anyplayer or house entity during game play. Burn cards have traditionallybeen used to deter a form of cheating known as “card marking”, in whicha player alters the back of a playing card in order to gain an unfairinformational advantage.

For example, in one embodiment, a game of draw poker may be played amonga celebrity located at a physical gaming table, a first set of threeremote game participants playing electronically against the dealer oragainst each other and the celebrity at the physical gaming table, and asecond set of three remote game players playing electronically againsteach other and against the celebrity located at the physical gamingtable. As an example, after an initial bet/ante is received by thedealer from the celebrity and an indication of the bet/ante provided togaming server 108, and initial bets/antes received by gaming server 108from the remote players placed via the remote players' respectiveelectronic devices and communication network 116, the live dealerprovides five physical playing cards to the celebrity and deals fivephysical contingency cards face down for possible future use by thecelebrity in one or more later rounds of play. The contingency cards maybe used to supply “draw” cards to the celebrity later during the game ifthe celebrity wishes to substitute between 1 and 5 cards in his or herhand, in accordance with the rules of draw poker.

In other games, the celebrity will receive whatever necessary physicalplaying cards from the dealer, and the dealer will deal whatevercontingency cards are necessary, as described above with respect toFIGS. 3-6 and 10 and depending on the type of game being played.

As the mechanically-generated game values are being generated at block1214, detector 106 determines the game values and provides an indicationof the game values to gaming server 108 via network 116. Indications ofthe game values are received at block 1216.

At block 1218, processor 200 removes the mechanically-generated gamevalues received at block 1214 from consideration by processor 200before, or during, a process of providing electronic, random game valuesto remote players. This may be accomplished by any of the methodsdescribed above with respect to FIGS. 3-6 and 10, or any other methodfor removing, excluding, or eliminating mechanically-generated valuesfrom future consideration during game play.

In one embodiment, the mechanically-generated game values received atblock 1216 are excluded from each set of possible game values associatedwith each virtual table. For example, in a game of Texas Hold 'Emcomprising the celebrity player at a physical gaming table, and two setsof remote players playing on two virtual gaming tables, respectively,the celebrity player's initial two cards/game values, as well as atleast five contingency/community cards, are excluded from further gameplay by processor 200 from a first set of game values (e.g., 52electronic game values, each corresponding to one card out of a standarddeck of 52 playing cards) associated with the first virtual table, aswell as being excluded from further game play by processor 200 from asecond set of game values (e.g., a second set of 52 electronic gamevalues, each corresponding to one card out of a standard deck of 52playing cards) associated with the second virtual table. The first setof game values is used to provide random, electronic game values toremote players at the first virtual gaming table during game play, whilethe second set of game values is used to provide random, electronic gamevalues to remote players at the second virtual gaming table during gameplay. Thus, each virtual table uses a unique set of electronic gamevalues for game play among the remote players, each set excluding gamevalues corresponding to the mechanically-generated game values receivedat block 1216.

At block 1220, processor 200 generates electronic, random game valuesfor each remote player at each of the virtual gaming tables, usingrandomly selected game values from respective sets of game values foreach virtual table, excluding any mechanically-generated game valuesreceived at block 1216, and further excluding any electronic game valuesthat have already been provided to other remote players on theirrespective virtual gaming tables. For example, in Texas Hold 'Em,processor 200 generates two, random electronic card values for each ofthe remote players, the two cards representing an initial hand for eachplayer.

At block 1222, game play continues at each virtual table, including thecelebrity at the actual gaming table at location 102. In general, anyfurther game values needed to complete game play are provided by eithermechanical device 104/detector 106 or by processor 200 either byperforming the electronic, random game value generation processdescribed above, excluding any mechanically-generated orprocessor-generated game values already in play, or by simply revealingthe mechanically-generated game values received by gaming server 108 atblock 1216. Processor 200 controls game play, typically by providingrequests, indications, and/or cues to or from the dealer and/or playersto provide responses in the form of game flow (e.g. initiating a bettinground) or game play choices (e.g., “hit”, “stick”, “fold”, “call”,“raise”, wagering amounts, etc.). In Texas Hold 'Em, processor 200reveals the community card values to the players in conformance with therules of the game and allows wagering to occur as the community cardvalues are revealed.

At block 1224, processor 200 determines one or more game winners foreach virtual gaming table, based on the scores, values, information,and/or indications of/from each player and/or processor 200.

At block 1226, processor 200 adjusts account balances affected by thegame results determined at block 1222, and may provide updated accountbalances to players.

At block 1228, processor 200 may generate an invitation for winningplayers to provide comments regarding the previous round of play. Inanother embodiment, processor 200 provides an indication of winners tothe dealer at location 102 via dealer interface 118 and the dealerprovides a verbal invitation for winning player(s) to provide commentsover communication network 116. In either of the above embodiments, anindication could be provided, either by processor 200 and/or the dealerat location 102, of a general identity and/or location of a player whohas received a rare game result, such as receiving a royal flush in agame of draw poker. Winners could respond to the invitation by sendingaudio/video signals or textual responses to gaming server 108, wherethey could be forwarded to other game players and/or the dealer. In thisway, game players feel more connected to other players and/or thedealer, which may add to their enjoyment of playing games online usinggaming system 100.

FIG. 13 is a flow diagram 1300 illustrating an embodiment of amulti-table gaming method where a first player may simultaneouslyparticipate in a two or more “virtual” games using a network-enabledelectronic device (such as a computer, tablet, or smartphone), andmechanically-generated game values relating to games are provided at aremote location, such as location 102 shown in FIG. 1. Such a player isreferred to, in this embodiment, as the “first remote player” or,alternatively, “remote celebrity” or “celebrity player”. Each of thevirtual games is managed by gaming server 108, offering game play to thefirst player and remote game players over network 116. In thisembodiment, mechanically-generated game values may comprise contingencycards and/or community cards, described in earlier embodiments herein.

Although the method described with respect to FIG. 13 describes two ormore games of Texas Hold 'Em, the principles described could be appliedto several other types of games, including virtually any other versionof poker. It should be understood that the steps described in thismethod could be performed in an order other than what is shown anddiscussed, and that some steps may be omitted without departing from theinventive concepts of the invention.

The process described in FIG. 13 may be best used to entice remoteplayer participation in games by allowing one or more celebrity playersto participate in one or more virtual games simultaneously, without thecelebrity having to be physically located at an authorized gamingestablishment, as in the case of the method described in FIG. 12.

In one embodiment, traditional wagering may be altered so that thecelebrity player is able to play multiple, simultaneous games againstplayers on multiple virtual gaming tables, as explained above withrespect to the method described by FIG. 12.

In a related embodiment, the celebrity player is provided informationpertaining to each virtual gaming table that the celebrity is currentlyactive, also described above. For example, a celebrity may be playingagainst remote players distributed among 8 virtual gaming tables bygaming server 108. In this embodiment, the celebrity player is providedinformation via his or her network-enabled electronic device relating toeach virtual gaming table that the celebrity player is involved in. Inanother embodiment, the information is provided to a device other thanthe network-enabled electronic device, such as a television set.

The information may, in one embodiment, comprise a status summary ofeach game that the celebrity player is active. For example, in a game ofTexas Hold 'Em where the celebrity player is playing against remoteplayers at six virtual gaming tables, the information may comprise atable summarizing each of the games, using information such as a virtualtable identification code (e.g., a table number), a number of playersactively participating in any particular game at each table, the numberof players who have placed a wager, called, and/or raised during aparticular round of play and an identification of which player placedthe wager, called, and/or raised, various financial information (such asthe amount of a present wager, a dollar amount of the “pot” at eachvirtual gaming table during game play, etc.), and/or one or moreindications of the type of action required from the celebrity player atany particular time during game play (e.g., need to bet or “check” attable 1, need to call, raise, or fold at table 2, etc.).

At block 1302, gaming sever 108 receives an indication from a firstplayer that the first player would like to play a game that is offeredby gaming server 108. For purposes of discussion, in this embodiment,the first player comprises a public figure, such as an actor, musician,dancer, business tycoon, poker champion, or any other person that iswell-known to the general public. In one embodiment, the indication isprovided by a network-enabled electronic device, such as a computer,tablet computer, smartphone, or other device, in response to the firstplayer taking an action, such as entering a game selection into thenetwork-enabled electronic device via a keyboard, mouse,voice-recognition system, etc. The indication may initiate a “new” game,or it may comprise a request to join a virtual game already in progress.

In one embodiment, at block 1304, the first player is authenticated toensure that the first player is, in fact, the celebrity that he or shepurports to be. In one embodiment, the first player provides one or moreitems of authentication information to gaming server 108 forauthentication, such as a username and password, an answer to apre-arranged “security question”, a code sent by gaming server 108 to atoken in physical possession of the first player, a fingerprint, ascanned image of the first person's face for processing by a facialidentification system, or any other means to authenticate the firstplayer as a celebrity.

In one embodiment, gaming server 108 comprises a database stored inmemory 202 listing persons considered to be worthy of “celebrity”status. Gaming server 108 typically compares information in theindication to the pre-defined list to determine whether or not to affordcelebrity status to the person providing the indication. If a match isdetermined by gaming server 108, then the person that provided theindication is given celebrity status, meaning that the person providingthe indication may be used to attract other players to play against theperson, and/or allow the person to play at one or more virtual gamingtables, as discussed below.

At block 1306, gaming server 108 may provide an indication to a web pagehosted by gaming server 108 that the celebrity is going to participatein a game offered by gaming server 108 and that other players may playagainst the celebrity via gaming server 108.

At block 1308, one or more play requests, or indications, are receivedby gaming server 108 from one or more remote game players that wish toplay the game with/against the celebrity. Each of the remote gameplayers typically provides such an indication using a web browserrunning on a respective personal computer, tablet, smartphone, or othernetwork-connected device.

At block 1310, players are assigned to one or more virtual game tablesafter gaming server 108 receives the indications, with one of thepositions at each virtual gaming table occupied by the celebrity. In oneembodiment, game play begins when a predetermined number of players are“seated” at the virtual gaming tables. In another embodiment, playbeings after a predetermined time period has expired from the time thecelebrity provided the indication to play at block 1302.

The players assigned to each virtual gaming table play the same gametype against other players and the celebrity at each virtual gamingtable, respectively. For example, if 27 remote game players wish to jointhe celebrity in a game of Texas Hold 'Em, 3 virtual gaming tables maybe created by gaming server 108, each virtual table having 10 playerpositions. Each table would comprise 9 remote players and the celebrityplayer. During game play, the celebrity player's game values provided bygaming server 108 are used by the celebrity player against the remoteplayers at each virtual table that was created. In addition, the valuesof mechanically-generated game values at location 102 (e.g., “communitycards” and/or “contingency cards”) are provided to some or all theremote players at each table and/or the celebrity player to constructtheir hands during game play.

At block 1312, game play begins. In Texas Hold 'Em, an initial wager istypically received by gaming server 108 from one or more game players ateach of the three virtual gaming tables and/or the celebrity player overnetwork 116. For example, a “big blind” and a “small blind” are receivedfrom two players at each virtual table. In other embodiments, one ormore “antes” are received from one or more players.

At block 1314, mechanical device 104/detector at location 102 generatesa number of physical game values, in this example, physical playingcards, representing “contingency” cards needed to ensure completion ofat least one round of game play and/or “community” cards that are usedby more than one player to complete game play, as described above withrespect to FIGS. 3-6 and 10. “Burn” cards may also be generated.

For example, in one embodiment, a game of Texas Hold 'Em may be playedamong a first set of three remote game players playing electronicallyagainst each other and electronically against the celebrity and a secondset of three remote game players playing electronically against eachother and electronically against the celebrity. At block 1314, gamevalues (such as physical playing cards) are dealt representing five“community” cards that are used by each player to construct their hands.

As the mechanically-generated game values are being generated at block1314, detector 106 determines the game values and provides an indicationof the game values to gaming server 108 via network 116. Indications ofthe game values are received at block 1316.

At block 1318, processor 200 removes the mechanically-generated gamevalues received at block 1316 from consideration by processor 200before, or during, a process of providing electronic, random game valuesto remote players. This may be accomplished by any of the methodsdescribed above with respect to FIGS. 3-6 and 10, or any other methodfor removing, excluding, or eliminating mechanically-generated valuesfrom future consideration during game play.

In one embodiment, the mechanically-generated game values received atblock 1316 are excluded from each set of possible game values associatedwith each virtual table. For example, in a game of Texas Hold 'Emcomprising the celebrity player using a network-enabled electronicdevice to play two simultaneous games of Texas Hold 'Em on two virtualgaming tables against two sets of remote players also using respectivenetwork-enabled electronic devices, some playing on the first virtualgaming table and some on the other table, at least five community cardsare excluded from further game play by processor 200 from a first set ofgame values (e.g., 52 electronic game values, each corresponding to onecard out of a standard deck of 52 playing cards) associated with thefirst virtual table, as well as being excluded from further game play byprocessor 200 from a second set of game values (e.g., a second set of 52electronic game values, each corresponding to one card out of a standarddeck of 52 playing cards) associated with the second virtual table.

At block 1320, processor 200 generates electronic, random game valuesfor the celebrity player and excludes these game values from beingprovided to other remote game players assigned to each virtual gamingtable that the celebrity player is engaged. After the celebrity's gamevalues are excluded from being provided to other remote players,processor 200 provides each remote player at each of the virtual gamingtables one or more randomly-selected game values from the respectivesets of possible game values for each virtual table, excluding anymechanically-generated game values received at block 1316, and furtherexcluding any electronic game values that have already been provided toremote players on their respective virtual gaming tables.

At block 1322, game play continues at each virtual table. In general,any further game values needed to complete game play are provided byeither mechanical device 104/detector 106 or by processor 200 performingthe electronic, random game value generation process described above,excluding any mechanically-generated game values provided at block 1316or processor-generated game values already in play. Processor 200controls game play, typically by providing requests, indications, and/orcues to or from the dealer and/or players to provide responses in theform of game flow (e.g. initiating a betting round) or game play choices(e.g., “hit”, “stick”, “fold”, “call”, “raise”, wagering amounts, etc.).In Texas Hold 'Em, gaming server 108 reveals the community card valuesto the players in conformance with the rules of the game and allowswagering to occur as the community card values are revealed.

At block 1324, processor 200 determines one or more game winners foreach virtual gaming table, based on the scores, values, information,and/or indications of/from each player and/or processor 200.

At block 1326, processor 200 adjusts account balances affected by thegame results determined at block 1322, and may provide updated accountbalances to players.

At block 1328, processor 200 may generate an invitation for winningplayers to provide comments regarding the previous round of play. Inanother embodiment, processor 200 provides an indication of winners tothe dealer at location 102 via dealer interface 118 and the dealerprovides a verbal invitation for winning player(s) to provide commentsover communication network 116. In either of the above embodiments, anindication could be provided, either by processor 200 and/or the dealerat location 102, of a general identity and/or location of a player whohas received a rare game result, such as receiving a royal flush in agame of draw poker. Winners could respond to the invitation by sendingaudio/video signals or textual responses to gaming server 108, wherethey could be forwarded to other game players and/or the dealer. In thisway, game players feel more connected to other players and/or thedealer, which may add to their enjoyment of playing games online usinggaming system 100.

FIG. 14 is a flow diagram 1400 illustrating an embodiment of amulti-table gaming method where a first player may simultaneouslyparticipate in a two or more “virtual” games using a network-enabledelectronic device (such as a computer, tablet, or smartphone), playingagainst other remote players, each using a respective network-enabledelectronic device. In this embodiment, all game values are generatedelectronically by processor 200 at gaming server 108. The first playeris herein referred to, in this embodiment, as the “first remote player”or, alternatively, “remote celebrity” or “celebrity player”. Each of thevirtual games is managed by gaming server 108, offering game play to thefirst player and remote game players over network 116.

Although the method described with respect to FIG. 14 describes two ormore game of Texas Hold 'Em, the principles described could be appliedto several other types of games, including virtually any other versionof poker. It should be understood that the steps described in thismethod could be performed in an order other than what is shown anddiscussed, and that some steps may be omitted without departing from theinventive concepts of the invention.

The process described in FIG. 14 may be best used to entice remoteplayer participation in games by allowing one or more celebrity playersto participate in one or more virtual games simultaneously, without thecelebrity having to be physically located at an authorized gamingestablishment, as in the case of the method described in FIG. 12.

In one embodiment, traditional wagering may be altered so that thecelebrity player is able to play multiple, simultaneous games againstplayers on multiple virtual gaming tables, as explained above withrespect to the method described by FIGS. 12 and 13.

In a related embodiment, the celebrity player is provided informationpertaining to each virtual gaming table that the celebrity is currentlyactive, also described above.

At block 1402, gaming sever 108 receives an indication from a firstplayer that the first player would like to play a game that is offeredby gaming server 108. For purposes of discussion, in this embodiment,the first player comprises a public figure, such as an actor, musician,dancer, business tycoon, poker champion, or any other person that iswell-known to the general public. In one embodiment, the indication isprovided by a network-enabled electronic device, such as a computer,tablet computer, smartphone, or other device, in response to the firstplayer taking an action, such as entering a game selection into thenetwork-enabled electronic device via a keyboard, mouse,voice-recognition system, etc. The indication may initiate a “new” game,or it may comprise a request to join a virtual game already in progress.

In one embodiment, at block 1404, the celebrity is authenticated toensure that the player is, in fact, the celebrity that he or shepurports to be. In one embodiment, the first player provides one or moreitems of authentication information to gaming server 108 forauthentication, such as a username and password, an answer to apre-arranged “security question”, a code sent by gaming server 108 to atoken in physical possession of the first player, a fingerprint, ascanned image of the first person's face for processing by a facialidentification system, or any other means to authenticate the firstplayer as a celebrity.

In one embodiment, gaming server 108 comprises a database stored inmemory 202 listing persons considered to be worthy of “celebrity”status. Gaming server 108 typically compares information in theindication to the pre-defined list to determine whether or not to affordcelebrity status to the person providing the indication. If a match isdetermined by gaming server 108, then the person that provided theindication is given celebrity status, meaning that the person providingthe indication may be used to attract other players to play against theperson, and/or allow the person to play at one or more virtual gamingtables, as discussed below.

At block 1406, gaming server 108 may provide an indication to a web pagehosted by gaming server 108 that the celebrity is going to participatein a game offered by gaming server 108 and that other players may playagainst the celebrity via gaming server 108.

At block 1408, one or more play requests, or indications, are receivedby gaming server 108 from one or more remote game players that wish toplay the game with/against the celebrity. Each of the remote gameplayers typically provides such an indication using a web browserrunning on a respective personal computer, tablet, smartphone, or othernetwork-connected device.

At block 1410, players are assigned to one or more virtual game tablesafter gaming server 108 receives the indications, with one of thepositions at each virtual gaming table occupied by the celebrity. In oneembodiment, game play begins when a predetermined number of players are“seated” at the virtual gaming tables. In another embodiment, playbeings after a predetermined time period has expired from the time thecelebrity provided the indication to play at block 1402.

The players assigned to each virtual gaming table play the same gametype against other players and the celebrity at each virtual gamingtable, respectively. For example, if 27 remote game players wish to jointhe celebrity in a game of Texas Hold 'Em, 3 virtual gaming tables maybe created by gaming server 108, each virtual table having 10 playerpositions. Each table would comprise 9 remote players and the celebrityplayer. During game play, the celebrity player's game values provided bygaming server 108 are used by the celebrity player against the remoteplayers at each virtual table that was created.

At block 1412, game play begins. In Texas Hold 'Em, an initial wager istypically received by gaming server 108 from one or more game players ateach of the three virtual gaming tables and/or the celebrity player overnetwork 116. For example, a “big blind” and a “small blind” are receivedfrom two players at each virtual table. In other embodiments, one ormore “antes” are received from one or more players.

At block 1414, processor 200 provides initial game values to each of theplayers at the various virtual gaming tables. Electronic game values foreach virtual table is selected by processor 200 from a respective set ofpossible game values used with each virtual table. In other words, eachvirtual gaming table uses its own “deck of electronic cards” to provideelectronic card game values to players at each particular virtual gamingtable. However, the celebrity player receives only one set of initialcard game values, no matter how many virtual gaming tables the celebrityplayer is “seated”. In other words, the initial card game valuesprovided to the celebrity player are used by the celebrity player ateach game that the celebrity player is involved.

At block 1416, as a result of the celebrity player receiving only oneset of initial card game values, processor 200 excludes the game valuesthat were provided to the celebrity player from one or more sets ofpossible game values associated with each virtual gaming table that thecelebrity player is involved with, so that they may not be provided toother players in future action during the round of game play. Theexclusion of the celebrity player's game values may be accomplished byany of the methods described above with respect to FIGS. 3-6 and 10, orany other method for removing, excluding, or eliminating game valuesfrom a set of possible game values.

At block 1418, game play continues at each virtual table. In general,any further game values needed to complete game play are provided byprocessor 200 performing the electronic, random game value generationprocess described above, excluding any processor-generated game valuesfrom the one or more sets of possible game values associated with theone or more virtual gaming tables for each electronic card valueprovided to the celebrity player. In one embodiment, processor 200generates five community card values from a set of possible card valuesfor use as community cards in games that require community cards, suchas Texas Hold 'Em. Community card values may be generated in the same ordifferent quantities for other variations of poker, or blackjack(community card values being the dealer's card values). The fivecommunity card values in Texas Hold 'Em are used as community cards ateach of the virtual tables that the celebrity player is involved. Inother words, all of the players at each virtual table construct finalhands using initial card values provided by processor 200, from a set ofpossible game values unique to each table minus initial card valuesprovided to the celebrity player, plus the same five electroniccommunity card values generated by processor 200. In another embodiment,processor 200 generates a different community card set for each virtualtable.

Processor 200 controls game play, typically by providing requests,indications, and/or cues to or from the dealer and/or players to provideresponses in the form of game flow (e.g. initiating a betting round) orgame play choices (e.g., “hit”, “stick”, “fold”, “call”, “raise”,wagering amounts, etc.). In Texas Hold 'Em, gaming server 108 revealsthe community card values to the players in conformance with the rulesof the game and allows wagering to occur as the community card valuesare revealed. Any further game values provided to the celebrity playerand community game values during game play are excluded as potentialgame values to other players at the virtual tables.

At block 1420, processor 200 determines one or more game winners foreach virtual gaming table, based on the scores, values, information,and/or indications of/from each player and/or processor 200.

At block 1422, processor 200 adjusts account balances affected by thegame results determined at block 1420, and may provide updated accountbalances to players.

At block 1424, processor 200 may generate an invitation for winningplayers to provide comments regarding the previous round of play.Further, an indication may be provided by processor 200, of a generalidentity and/or location of a player who has received a rare gameresult, such as receiving a royal flush in a game of draw poker. Winnerscould respond to the invitation by sending audio/video signals ortextual responses to gaming server 108, where they could be forwarded toother game players. In this way, game players feel more connected toother players, which may add to their enjoyment of playing games onlineusing gaming system 100.

FIG. 15 is a flow diagram 1500 illustrating an embodiment of amulti-table gaming method where a first player may simultaneouslyparticipate in a one or more “virtual” games using a network-enabledelectronic device (such as a computer, tablet, or smartphone) incommunication with gaming server 108, and against one or more playerslocated at a remote location, such as location 102 shown in FIG. 1, andplaying on a physical gaming table with a live dealer. Such a player isreferred to, in this embodiment, as the “first remote player” or,alternatively, “remote celebrity” or “celebrity player”. Each of thevirtual games is managed by gaming server 108, offering game play to thefirst player and remote game players over network 116. In thisembodiment, mechanically-generated game values are generated at location102 and may comprise contingency cards and/or community cards, describedin earlier embodiments herein.

Although the method described with respect to FIG. 15 describes two ormore game of Texas Hold 'Em, the principles described could be appliedto several other types of games, including virtually any other versionof poker. It should be understood that the steps described in thismethod could be performed in an order other than what is shown anddiscussed, and that some steps may be omitted without departing from theinventive concepts of the invention.

The process described in FIG. 15 may be best used to entice remoteplayer participation in games by allowing one or more celebrity playersto participate in one or more virtual games simultaneously, without thecelebrity having to be physically located at an authorized gamingestablishment, as in the case of the method described in FIG. 12.

In one embodiment, traditional wagering may be altered so that thecelebrity player is able to play multiple, simultaneous games againstplayers on multiple virtual gaming tables and at least one physicalgaming table, as explained above with respect to the method described byFIG. 12.

In a related embodiment, the celebrity player is provided informationpertaining to each virtual gaming table and any physical gaming tablethat the celebrity is currently active, also described above. Forexample, a celebrity may be playing against remote players distributedamong 8 virtual gaming tables and one physical gaming table at location102. In this embodiment, the celebrity player is provided informationvia his or her network-enabled electronic device relating to eachvirtual gaming table that the celebrity player is involved in as well asthe physical gaming table. In another embodiment, the information isprovided to a device other than the network-enabled electronic device,such as a television set.

The information may, in one embodiment, comprise a status summary ofeach game that the celebrity player is active. For example, in a game ofTexas Hold 'Em where the celebrity player is playing against remoteplayers at six virtual gaming tables, as well as a physical gamingtable, the information may comprise a table summarizing each of thegames, using information such as a virtual/physical table identificationcode (e.g., a table number), a location of other players, the number ofplayers actively participating in any particular game at each table, thenumber of players who have placed a wager, called, and/or raised duringa particular round of play and an identification of which player placedthe wager, called, and/or raised, various financial information (such asthe amount of a present wager, a dollar amount of the “pot” at eachvirtual gaming table during game play, etc.), and/or one or moreindications of the type of action required from the celebrity player atany particular time during game play (e.g., need to bet or “check” attable 1, need to call, raise, or fold at table 2, etc.).

At block 1502, gaming sever 108 receives an indication from a firstplayer that the first player would like to play a game that is offeredby gaming server 108. For purposes of discussion, in this embodiment,the first player comprises a public figure, such as an actor, musician,dancer, business tycoon, poker champion, or any other person that iswell-known to the general public. In one embodiment, the indication isprovided by a network-enabled electronic device, such as a computer,tablet computer, smartphone, or other device, in response to the firstplayer taking an action, such as entering a game selection into thenetwork-enabled electronic device via a keyboard, mouse,voice-recognition system, etc. The indication may initiate a “new” game,or it may comprise a request to join a virtual game already in progress.

In one embodiment, at block 1504, the first player is authenticated toensure that the first player is, in fact, the celebrity that he or shepurports to be. In one embodiment, the first player provides one or moreitems of authentication information to gaming server 108 forauthentication, such as a username and password, an answer to apre-arranged “security question”, a code sent by gaming server 108 to atoken in physical possession of the first player, a fingerprint, ascanned image of the first person's face for processing by a facialidentification system, or any other means to authenticate the firstplayer as a celebrity.

In one embodiment, gaming server 108 comprises a database stored inmemory 202 listing persons considered to be worthy of “celebrity”status. Gaming server 108 typically compares information in theindication to the pre-defined list to determine whether or not to affordcelebrity status to the person providing the indication. If a match isdetermined by gaming server 108, then the person that provided theindication is given celebrity status, meaning that the person providingthe indication may be used to attract other players to play against theperson, and/or allow the person to play at one or more virtual gamingtables, as discussed below.

At block 1506, gaming server 108 may provide an indication to a web pagehosted by gaming server 108 that the celebrity is going to participatein a game offered by gaming server 108 and that other players may playagainst the celebrity via gaming server 108. Gaming server 108 may alsoprovide an indication to one or more physical locations, such aslocation 102, that the celebrity is ready to play games with interestedparties. The indication may be provided to dealer interface 118, forexample, or it may be sent via email or text message to electronicdevices belonging to people who have pre-registered with gaming server108 and/or a favorite gaming establishment, for example, to receivealerts of this nature.

At block 1508, one or more play requests, or indications, are receivedby gaming server 108 from remote game players (e.g., players operatingnetwork-enabled electronic devices) that wish to play the gamewith/against the celebrity. Each of the remote game players typicallyprovides such an indication using a web browser running on a respectivepersonal computer, tablet, smartphone, or other network-connecteddevice. Additionally, indications may be received by players located ata physically gaming table, typically located inside an authorized gamingestablishment, such as a casino. Indications from such players may beprovided be informing a dealer at the physical table, and the dealerusing dealer interface 118 to send the indication to gaming server 108.

At block 1510, players are assigned to one or more virtual game tablesafter gaming server 108 receives the indications, with one of thepositions at each virtual gaming table occupied by the celebrity. In oneembodiment, game play begins when a predetermined number of players are“seated” at the virtual and/or physical gaming tables. In anotherembodiment, play beings after a predetermined time period has expiredfrom the time the celebrity provided the indication to play at block1502. Gaming server 108 also considers players located at one or morephysical gaming tables.

The players assigned to each virtual gaming table and/or players atphysical gaming tables play the same game type against other players ateach virtual/physical gaming table and the celebrity player,respectively. For example, if 27 remote game players wish to join thecelebrity in a game of Texas Hold 'Em and 9 players wish to join thecelebrity in a game of Texas Hold 'Em at a physical location (e.g., abar authorized for gaming), 3 virtual gaming tables may be created bygaming server 108, each virtual table having 10 player positions. Eachtable would comprise 9 remote players and the celebrity player. Nineplayers would be typically seated at designated positions around thephysical gaming table. During game play, the celebrity player's gamevalues provided by gaming server 108 are used by the celebrity playeragainst the remote players at each virtual table that was created, andalso against each of the players at the physical gaming table. Inaddition, mechanically-generated game values comprising “communitycards” and/or “contingency cards” may be generated at the physicalgaming table and provided to some or all the remote players at eachvirtual table, including the celebrity player, to construct eachplayer's hands during game play.

At block 1512, game play begins. In Texas Hold 'Em, an initial wager istypically received by gaming server 108 from one or more game players atone or more of the three virtual gaming tables (including the celebrityplayer over network 116) and/or the physical gaming table. For example,a “big blind” and a “small blind” may be received from players at one ormore virtual tables and/or from players at the physical gaming table. Inother embodiments, additionally or alternatively, one or more “antes”are received from one or more players.

At block 1514, mechanical device 104/detector 106 at location 102generates a number of physical game values, in this example, physicalplaying cards, representing initial card hands for players located atthe physical gaming table. As the game values are beingmechanically-generated, for example a dealer providing physical playingcards to the players, their values are detected by detector 106 and thenthe values provided to gaming server 108 via network 116. In thisexample, each player at the physical gaming table receives two cardseach from a dealer assigned to the table. In another embodiment, inaddition to generating physical game values for players at the physicalgaming table, mechanical game values are generated representing anycommunity and/or contingent game values that may be needed to completegame play, as described earlier. “Burn” cards may also be generated.

At block 1516, processor 200 receives the values provided by detector106 generated at block 1514.

At block 1518, processor 200 excludes the game values that were receivedat block 1516 from one or more sets of possible game values associatedwith each virtual gaming table, so that they may not be provided toother players in future action during the round of game play. Theexclusion of the received game values may be accomplished by any of themethods described above with respect to FIGS. 3-6 and 10, or any othermethod for removing, excluding, or eliminating game values from a set ofpossible game values.

At block 1520, processor 200 generates electronic, random game valuesfor the celebrity player and, at block 1522, excludes these game valuesfrom being provided to other remote game players assigned to eachvirtual gaming table that the celebrity player is engaged. For example,in a game of Texas Hold 'Em, where the celebrity player is playingsimultaneously at multiple virtual tables, processor 200 provides thecelebrity player two electronic card game values that are excluded frombeing provided to any other player at any virtual gaming table that thecelebrity is active.

At block 1524, after the celebrity's game values are excluded from beingprovided to other remote players, processor 200 provides each remoteplayer at each of the virtual gaming tables one or morerandomly-selected game values from the respective sets of possible gamevalues for each virtual table, excluding any mechanically-generated gamevalues received at block 1516, and further excluding any electronic gamevalues that have already been provided to the celebrity player.

At block 1526, game play continues at each virtual table and thephysical gaming table. In general, any further game values needed tocomplete game play are provided by processor 200 performing theelectronic, random game value generation process described above,excluding any mechanically-generated or processor-generated game valuesalready in play. Processor 200 controls game play, typically byproviding requests, indications, and/or cues to or from the dealerand/or players to provide responses in the form of game flow (e.g.initiating a betting round) or game play choices (e.g., “hit”, “stick”,“fold”, “call”, “raise”, wagering amounts, etc.). In Texas Hold 'Em,gaming server 108 reveals the community card values to the players inconformance with the rules of the game and allows wagering to occur asthe community card values are revealed. Wagering may be modified, asdescribed above, in order to simplify wagering for the celebrity player.

At block 1528, processor 200 determines one or more game winners foreach virtual gaming table and the physical gaming table, based on thescores, values, information, and/or indications of/from each playerand/or processor 200.

At block 1530, processor 200 adjusts account balances affected by thegame results determined at block 1520, and may provide updated accountbalances to players.

At block 1532, processor 200 may generate an invitation for winningplayers to provide comments regarding the previous round of play. Inanother embodiment, processor 200 provides an indication of winners tothe dealer at location 102 via dealer interface 118 and the dealerprovides a verbal invitation for winning player(s) to provide commentsover communication network 116. In either of the above embodiments, anindication could be provided, either by processor 200 and/or the dealerat location 102, of a general identity and/or location of a player whohas received a rare game result, such as receiving a royal flush in agame of draw poker. Winners could respond to the invitation by sendingaudio/video signals or textual responses to gaming server 108, wherethey could be forwarded to other game players and/or the dealer. In thisway, game players feel more connected to other players and/or thedealer, which may add to their enjoyment of playing games online usinggaming system 100.

The methods or algorithms described in connection with the embodimentsdisclosed herein may be embodied directly in hardware, inprocessor-executable instructions executed by a processor, or in acombination of the two. The processor-executable instructions may residein RAM memory, flash memory, ROM memory, EPROM memory, EEPROM memory,registers, hard disk, a removable disk, a CD-ROM, or any other form ofstorage medium known in the art. An exemplary storage medium is coupledto the processor such that the processor can read information from, andwrite information to, the storage medium. In the alternative, thestorage medium may be integral to the processor. The processor and thestorage medium may reside in an ASIC. The ASIC may reside in a userterminal. In the alternative, the processor and the storage medium mayreside as discrete components.

Accordingly, various embodiments of the ideas presented herein mayinclude a computer readable media embodying a code or processor-readableinstructions to implement the methods of operation of the system inaccordance with the methods, processes, algorithms, blocks and/orfunctions disclosed herein.

While the foregoing disclosure shows illustrative embodiments of theinvention, it should be noted that various changes and modificationscould be made herein without departing from the scope of the inventionas defined by the appended claims. The functions, blocks and/or actionsof the method claims in accordance with the embodiments of the inventiondescribed herein need not be performed in any particular order.Furthermore, although elements of the invention may be described orclaimed in the singular, the plural is contemplated unless limitation tothe singular is explicitly stated. The term “processor 200” and “gamingserver 108” used herein is, in many instances, interchangeable.

I claim:
 1. A method performed by a server for providing gaming services to remote game players over a network, comprising: receiving, by a processor via a communication interface, one or more electronic indications of mechanically-generated game values over a network from a remote location; eliminating, by the processor, one or more electronic game values each corresponding to one of the one or more electronic indications from a set of electronic game values to produce a remaining set of electronic game values; providing, by the processor via the communication interface, a first electronic game value from the remaining set of electronic game values to a first remote game player of the remote game players; providing, by the processor via the communication interface, a second electronic game value from the remaining set of electronic game values to a second remote game player of the remote game players; and determining, by the processor, a final game result based on at least the one or more indications, the first electronic game value, and the second electronic game value.
 2. The method of claim 1, further comprising: revealing, by the processor via the communication interface, one or more of the one or more mechanically-generated game values to the first remote game player and the second remote game player.
 3. The method of claim 1, further comprising: receiving, by the processor via the communication interface, one or more indications of mechanically-generated contingent game values by the processor over the network, the one or more mechanically-generated contingent game values representing one or more game values needed to ensure game completion.
 4. The method of 1, further comprising: generating, by the processor, a request to generate the one or more mechanically-generated game values; and providing, by the processor via the communication interface, the request to the remote location via the network.
 5. The method of claim 1, wherein a first mechanically-generated game value comprises the value of a first physical playing card, and a second mechanically-generated game value comprises the value of a second physical playing card, further comprising: detecting, by the processor via the communication interface, the value of the first physical playing card at the remote location to generate a first electronic indication; detecting, by the processor via the communication interface, the value of the second physical playing card to generate a second electronic indication; providing, by the processor via the communication interface, the first indication to one or more of the remote game players; and providing, by the processor via the communication interface, the second indication only to those remote game players who require the second indication to complete game play.
 6. The method of claim 1, wherein eliminating one or more electronic game values from a set of electronic game values comprises removing the one or more electronic game values from the set of electronic game values, by the processor.
 7. The method of claim 1, wherein eliminating one or more electronic game values from a set of electronic game values comprises: selecting, by the processor, the first electronic game value from the set of electronic game values; comparing, by the processor, the first electronic game value to the one or more electronic indications of mechanically-generated game values; and providing, by the processor via the communication interface, the first electronic game value to one or more of the remote game players only when the first electronic game value does not match the one or more electronic indications of mechanically-generated game values.
 8. A game server for providing gaming services to remote game players over a network, comprising: a communication interface to send and receive information related to a game over a communication network, the information comprising one or more electronic game values and one or more indications of mechanically-generated game values; a memory to for store processor-executable instructions; and a processor coupled to the communication interface and the memory executing the processor-executable instructions that cause the game server to: receive one or more electronic indications of mechanically-generated game values, by the processor via the communication interface, over the network from a remote location; eliminate, by the processor, one or more electronic game values each corresponding to one of the one or more electronic indications from a set of electronic game values to produce a remaining set of electronic game values; provide, by the processor via the communication interface, a first electronic game value from the remaining set of electronic game values to a first remote game player of the remote game players; provide, by the processor via the communication interface, a second electronic game value from the remaining set of electronic game values to a second remote game player of the remote game players; and determine, by the processor, a final game result based on at least the one or more indications, the first electronic game value, and the second electronic game value.
 9. The game server of claim 8, wherein the processor-executable instructions further comprise instructions that cause the game server to: reveal, by the processor via the communication interface, one or more of the one or more mechanically-generated game values to the first remote game player and the second remote game player.
 10. The game server of claim 8, wherein the processor-executable instructions further comprise instructions that cause the game server to: receive one or more indications of mechanically-generated contingent game values by the processor over the network, the one or more mechanically-generated contingent game values representing one or more game values needed to ensure game completion.
 11. The game server of 8, wherein the processor-executable instructions further comprise instructions that cause the game server to: generate, by the processor, a request to generate the one or more mechanically-generated game values; and provide, by the processor, the request to the remote location via the network.
 12. The game server of claim 8, wherein a first mechanically-generated game value comprises the value of a first physical playing card, and a second mechanically-generated game value comprises the value of a second physical playing card, wherein the processor-executable instructions further comprise instructions that cause the game server to: detect, by the processor via the communication interface, the value of the first physical playing card at the remote location to generate a first electronic indication; detect, by the processor via the communication interface, the value of the second physical playing card to generate a second electronic indication; provide, by the processor via the communication interface, the first indication to one or more of the remote game players; and provide, by the processor via the communication interface, the second indication only to those remote game players who require the second indication to complete game play.
 13. The game server of claim 8, wherein the processor-executable instructions that cause the game server to eliminate one or more electronic game values from a set of electronic game values comprises removing, by the processor, the one or more electronic game values from the set of electronic game values.
 14. The game server of claim 8, wherein the processor-executable instructions that cause the game server to eliminate one or more electronic game values from a set of electronic game values comprises instructions that cause the game server to: select, by the processor, the first electronic game value from the set of electronic game values; compare, by the processor, the first electronic game value to the one or more electronic indications of mechanically-generated game values; and provide, by the processor via the communication interface, the first electronic game value to one or more of the remote game players only when the first electronic game value does not match the one or more electronic indications of mechanically-generated game values. 